I have an actor containing a skeletal mesh with animations that are played depending of its state.
I would like the animation to trigger some event in the actor blueprint at specific keys (e.g.: fire a bullet just before the recoil)
The only way I found so far, beside polling values at each tick, is to broadcast the event to every instance of the blueprint class. I don’t want to do that.
I would have expected to be able to start a skeletal animation giving some parameters so I could pass the actor blueprint instance but I can’t seem to find how.
Thanks in advance.