Hm. I’m not near a machine with unreal on it right now, so I don’t want to instruct off memory.
I’m pretty sure there’s a bunch of ways to do this but… If all else fails, you can go the long route by:
- Creating a boolean variable named something like “Character Movement toggle”
- When an animation plays, set the bool to false. When the animation finishes, set the bool to true.
- Now you can configure your input keys (wherever your character movement is set up, probably player controller?). So for example, if key 'W" is for moving forward, then just before it executes any actual movement, do a check for whether the character movement toggle boolean is set to true. If true, then branch off to execute movement input. If false, then it can lead to nothing.