So I’ve sorted out a weapon that toggles from one socket to the other. So one is the hand socket and the other is the belt socket.
What I need to know is how to play sword attack animations only when the weapon is in the hand socket.
If its in the belt socket then I don’t want the animations to play at all.
This is my toggle the weapon from one socket to the other blueprint:
I’m sure this is an easy one I’m just not sure how its done.
Thankss muchly!
When you press “1” (or another key which switches the weapon into the hand socket) you could just toggel a bool variable which will go into a branch and then you can play a animation for true and nothing for fales
Nice one! that worked thank you!
One more thing if you don’t mind?
I’ve made animation montages which use slots, specifically a top half slot. when the animations play in game they don’t seem to look right. What I mean is they don’t seem to play at full strength as in the arm only reaches half way of what its supposed to.
Here’s a screen:
Have I set this up right or is there something I can do to get the full animation?
Thanks!
Take a look at this video: When you do it like that it should work -> I’m using the same technique in my game 
Nice one dude! Thanks a lot!
I’ve followed that exactly but still the animations don’t play at full strength.
I have an animation where my character points a gun up. When I click the animations plays but it doesn’t play fully. Like the arm gets half way up and then comes back down. :s
The only things that I could think of are:
- that you have somehow limited a time somewhere
- that the animation is cut off in the montage.
- that a delay is not long enough for the animation (dont know if you use delays for stopping a anim after a period of time ^^)
- it gets interrupted by another animation
I figured it out. it was the montage blend in and blend out time. Now I just gotta make it loop.