Hello,
My enemy doesnt make die animation before finish its attack animation.
Attacking is handling by Behavior Tree but death animation state is in the AnimBP: And transition is " isDead reutrns ture"
I only want to behavior tree fallows the “isdead” variable and if it is changes stops what it is doing and die.
Can you help me?
So i want to ask you; do you suggest the same logic with “gethit” function. FOr example if the actor’s getgit" bool is true, in animbp “hit” animation plays? what do you think?
As I understand you want to play animation when player get damaged right? No I dont suggest because in this way, you are disabling locomotion. For get hit general state machine logic will help you in locomotion.
Yes you understood right. So in loco, i will make a state called gethit and make its transition is gethitbool right? So If the enemy is making a “findrandomlocation” BT in behaviortree, if i hit the enemy , enemy will make hit animations after finishing the “findrandomlocation” task or it will immidietly make a hit animation? I know my explanation is terrible in english but i am afraid of having ban if i speak turkish