Hello I tried to script an enemy death trigger.
When enemy is hitten, if health is > than 0, then play hit montage, if health is >= 0 then play death montage. But it’s not working. What I’m doing wrong ?
Hello! Such logic is often placed in Animation blueprint and not in Pawn Blueprint itself. You can add montage to animation state machine and configure transitions there. You can take a look at docs Animation Blueprints | Unreal Engine Documentation
You are free to use either SetLifeSpan(Destroying after some time period) or DestroyActor.
Thanks for the ansers! I find out. Destroy actor will simply delete enemyBP of the scene ?
How can I set simulate physic on the enemy mesh before destroy actor ?
Do you want to simulate ragdoll and wait untill it is done before Destroying actor?
Yes I do
Death Animation then ragdoll, then destroy actor
Simple approach - to just set SetSimulatePhysics, then put Delay node and after that call DestroyActor node. Delay node just wait for some time and then continue execution flow.
I tried but i dont find what input into target of SetSimulatePhysics box
It just on your screenshot - use Mesh for that =)
I’ve created an animnotifyBP. Into this animnotifyBP i use Received_Notify function
Inside I cannot put delay node
Use MeshComp as already was said.
But why are you planning to use animnotifyBP? Is there some special case?


