[Question] Is it possible to call a custom event defined in the Event Graph of an Animation Blueprint from Level Blueprint?

Hi all,

The question says it all. Is it possible to call a custom event defined in the Event Graph of an Animation Blueprint from Level Blueprint ?

I want to set a boolean variable in the animation blueprint which will be used as a transitioning condition for a statemachine defined in the animation blueprint. I want to use some logic which comes from the level and/or keyboard events and/or user picking locations in the scene to set this boolean variable as true/false.

Many thanks !

Cheers,
darkZ

Yeah… how is this done ? Cant find this info anywhere

Yes its possible, from actor instance, you get mesh component from that younget animation instance and then from that your boolean. Animation Blueprint is normal valid class as any other, extended from AnimInstance.