I want to be able to have a NPC that when he is in 100% health he can walk, run, etc problemfree, and if I shoot a line trace by channel on his right leg, he will from there on walk with a limp.
ATM I can shoot the NPC with a linetrace in a weaponblueprint. From the linetrace I can detect what bone was hit, and subtract health from the NPC. But I have no idea how to set this up in the animations ot make it all work.
Make a new set of states in your state machine, that have the same transition rules as the regular states, but add a bool to each transition to check if the player is hit in the leg. Then you just hook up alternative animations to the states and your done.
I got this set up. Not exactly the same as the regular states because unlike the regular ones, i dont want the NPC to be able to return to regular states after he is injured. Here is how it looks:
here is how it looks inside the state “injured leg”. its a blendspace there with the animation “walking injured” and “idle injured” that blends together.
As long as your cast does not fail, what you got should work so far. But then you still need to do the following:
You need to grab the Bool from your Animation Blueprints Event Graph. You can either cast to your character directly if you have a ref to it, or you should be able to use the “Try get pawn owner” node. Then just move the Value from your characters bool Var into a new Bool Var that belongs to your AnimBP and is used in the transition rules. (IsLimp)
I actually had that same thing in the animation blueprint, but I put it in a different place. I changed it to the place you had it, right after the “anim” red event thing and it works now.
Amazing thank you a lot! I been trying to get this to work since yesterday.
okay i ran into another problem now. what if I want more animations? i have 1 animation for “left thigh hit limp”. which animates the NPC with a limped left leg. but i also have a “right leg limp”.
i tried setting it up like this but it only worked for the left leg. when i shoot the right leg, he goes stiff and into his T-pose.