Hi there, so recently I made some nifty code where if you walk over a weapon, it automatically makes it attached to the player’s right hand socket. However, I want it so that when it is attached to the player’s socket. It will play a different blendspace for the animation blueprint.
(Below is the coding for the gun attaching and what I theorize what I would need to do next outside of the comment)
There is still a lot of information missing, so I’m going to assume some things, the walk/run of the player is different for each weapon it carries, and that’s the reason for the change of blendpsaces.
Also, this is one way of doing it, so take it with a grain of salt.
Hey, sorry it’s been a while. If you don’t mind I have one more question. In your third screenshot you have the BP Third person pin connecting to the target pin of the enum variable. How? What do I need to do in order to get the target pin of a variable? Thanks as always!