Are there good tips for how to create reusable modular anim blueprints.
Say I have like 10 different monsters that all need foot IK and locomotion state machines. The skeletons are likely to be drastically different between the monsters. Most will have similar humanoid structures but totally different proportions. Some will be completely off the wall different.
At the moment, the only way I can see to do this is to copy paste the nodes between each anim blueprint. I see anim blueprints extend from AnimInstance and I should in theory be able to extend anim blueprints from other anim blueprints. But the skeleton seems to be an issue. It seems like I can’t change the skeleton in a sub class. In fact, it makes more sense to not even have a skeleton in the base class itself. I just want some code that is reusable with instance variables for certain things, and groups of nodes for computing foot IK.
I could potentially create a C++ class that extends AnimInstance and give it some member variables but the Anim Graph itself is still hard to modularize and reuse between classes.
Maybe I can also use macros, but I somehow doubt macros work with Anim Graph. Haven’t really tried it yet, but there are state machines involved as well.
I have levels of state machines within state machines as well, so it can become nightmarish to try to recreate that for each new monster when the logic is always going to be essentially the same without it being modular.