In CharacterBP, On Input Event - Set Attacking to True
In AnimBP, AnimGraph - if Attacking is True, play one of attacking animations (random sequence player)
Each animation has AnimNotify that attack finished
In AnimBP, EventGraph - on AnimNotify cast to CharacterBP to set Attacking to False
When Attacking is False then attacking animation stops playing
Problem is that occasionaly my attacking animation is played twice or even three times (uncut) on one trigger.
It seems that Attacking variable is not being reset properly.
I thought that Casting from AnimBP is too slow and animation starts again, but then it should stop playing attacking animation right away.
seems like this is the problem of “random sequence player” node…
when I tried to play each of these animations separatedly there was no occurrence of multiple triggers.
when I tried to adjust parameters of animations inside of sequencer node I managed to reduce the number of multiple triggers. It’s strange, I have to look into this some more.