Here is the situation. I want to set up a level sequence that has a single actor track. This actor track will have two animation tracks that will play on the actor when the level sequence is played back:
The effect that I’m going for is that when the level sequence is played back, actor starts playing Full body idle animation #1. When the player presses presses the thumbstick left, Upper body animation #1 is played. When the player presses presses the thumbstick right, Upper body animation #2 is played. If the player doesn’t move the thumbstick, only the upper body animation is played.
I know that you can play multiple animation tracks in Sequencer on an actor, and that you can specify the animation slots on which the animation is played. I was thinking about setting up multiple slots in my actor’s animation BP to play the different animations from the level sequence. Then, I’d have variables to control the blending for the slots that play the upper body animations; they would be set to 0 when the level sequence starts. The value for these variables would change based on player input from the thumbstick.
Has anyone tried to do something like this with Sequencer? Does my approach sound feasible?