Yes I am also thinking option one for now and state setup can come a bit later (though it may not actually take that long looking at it now). One issue I’m currently trying to work out is how to know what notifies should be available in a Sprite Animation and Animation Blueprint.
In the 3D skeletal side of things, a Notify is set on an animation that belongs to a Skeleton. In the animation blueprint it can scope to just these notify actions for both the notify editor and the animation blueprint.
But Sprite Animations don’t really have a concept of grouping, as any animation can be played on any component. This leads the question on where to store the available Notifies. If I make them global I can see a complex project quickly getting swamped with Notify types. If I make them per Animation I need a way in the blueprint to know what animations are going to get used to setup the Notify events.
Any thoughts to a solution?