I’ve been playing around with the animation system and I have a pretty nice animation blueprint going with different poses and movement patterns.
One thing that I’ve been thinking about and haven’t quite figured out yet though is the best approach to take when you want to play “interrupting” animations that can change the state of the character drastically.
The typical example that I’ve been playing around with is what happens if one of the characters gets hit by an explosion. This is an example of an animation state that can be reached from anywhere in the graph.
I might want to play different animations if the character is in different poses (say, standing, crouching or being prone) but as far as I’ve tried this fits the features of an animation montage really well. The problem is that once I’m done playing the montage, I would like to coerce the character to blend into the prone state to get up again. One way to do this would be to have arrows from every state going to the hitbyexplosion state, but I don’t want to do this for obvious design reasons. This is something that I imagine is going to come up quite a lot however, so I assume there is a preferred strategy?
I’ve been looking around the function libraries and source, but I can’t seem to find it though
I’m subclassing AnimInstance to do as much of the actual animation checks and code in cpp, but looking at the related baseclasses and interfaces yields nothing of interest. It is possible to query current state names, and I can see some ways to set the state here, but it really doesn’t seem to be by design at all.
Grateful for any insight from you animation gurus