Hello!
I’m experimenting with different ways of setting up the Animation Blueprint for my characters. Coming from UE3, I was used to having “AnimNodeBlendPerBone” and faux sequences hooked up, which I would later replace and play from UnrealScript.
Playing with UE5 I’ve discovered that “Slots” can replace the situation where you have one-shot animations.
Consider the following:
Slot “TopHalf” blends in on the bone “bone_Spine01” where “Taunt” blends in on “bone_Root”.
I’ve read that if you put both slots in a different group, you can use the “Play Slot Animation” on both and they will play simultaneously.
However, if I play a taunt-animation on the Taunt-slot and then activate a reload-animation on the TopHalf-slot, the reload-animation will replace the taun-animation that was playing. This is not what I expect, given the TopHalf slot is higher up in the Pose-chain, and should get overwritten if a Taunt is playing.
Could anyone shed some light on why this is happing? What am I missing?