It works perfectly except that the blending/transition between animations is not smooth as such:
Is there any solution for this? Or perhaps a better approach?
I’m trying not to clutter with state machines and stuff since most animations map to classes one to one
It’s a bit hard to know why you chose this setup, since most conventional animation logic used state machines extensively
However perhaps a chooser is something you can look into, it’s a newer system from Epic that can potentially help you, since it can evaluate a set of conditions and output something (in your case an animation) that can be fed into an animation graph
Interesting but it seems a bit overkill and experimental to use at the moment
I chose this setup since I have a “custom state machine” in my ACharacter and I’d have to recreate/duplicate that same state machine in the ABP so I thought it would be simpler to keep my code dry and simply reference the state in the ABP and match them with their respective animations
I totally agree with you on keeping code dry. I see so many people write the same thing in logic blueprint/code and in animation state machine twice. And when you point it out for them, they tell you it’s a practice of data driven …
Epic has come up with a new node, called Blend Stack. It can do similar thing you want, but it doesn’t reply on Inertialization and gives you better control over blending. You may have a look.