I’m sorry, when you say anim BP, do you mean the anim notify blueprint? If yes, im not seeing any add notify event in my notify bp
Okay I found it. The thing is I don’t want my player to have their iframes inside my enemy or player blueprint. My combat is where it all takes place and to have it work with what I’ve already set up I need to send it to my enemy blueprint where the combat component is. The interface event is inside my enemy and the message is being sent to my Anim bp. From here it sends it to my BCA combat which tells it to set the value to true. It still doesn’t work though.
Will call the event and everything but just won’t keep the value.
Let me know if you want a video to show it and how it all goes.
The flow cycle of the character class might be overwriting your boolean.
Execution flow for the character class is as follows.
- Character class and its components, attached actors etc execute their logic.
- Animation BP Event Graph executes its logic
- Animation BP Anim Graph executes its logic chain.. State machine → etc
Calling the character or any of its components from the Anim BP will execute the next tick.
Have the Enemy call an interface event on the character class or its component.
In the Anim BP you reference the character and set values as needed in the event graph.
The Anim Graph uses what is currently set in the event graph at the moment of execution.
Sorry, I was using the main animation bp for the character mesh in my example. If you’re using dedicated notify blueprints, you don’t need to make a notify event there; just call the telegraph function on the char from its receive notify function or send interface message to target straight from there.
As for keeping all the logic in the combat comp, the interface function/event could easily access the char’s components. Whether it’s at the character level or a child component, I would imagine i-frames should be in the character’s scope somewhere, just in case. Like if you get attacked by 5 enemies at once, the player char or its combat comp would probably like to know it’s invincible so it doesn’t take normal damage. Though you could handle that all server-side, but, yea.
The enemy is the one playing this animation montage though. If I just send it straight to the player, the interface would not work and fail to call the event, right? I need the target of the event being called to plug into “Mesh Comp” on the received notify. My player isn’t doing the animation having the target of the interface be plugged into the “Mesh Comp” doesn’t fire anything. So pretty much it has to go through the enemy in order to be called it seems. Unless there is a way to do it, I’ve been unsuccessful doing it like this:
Okay I got it to work using that strategy, gotta remember this for future notifies! Thanks for the explanation too. And thank you @illspiritx for sticking with me and trying to help, very much appreciated. You two made my day and my pain is over haha!!