Hi I Have a Sit function with an Animation Montage at the start, after it is finished it then sends a state to the main locomotion chooser table, where it goes into an Sit idle animation, after it hits the Idle then I can press the key to go out of the Idle where it plays an End Montage, everything is working well blending Ok and dose what it is supposed to do. but i can figure out how to stop key spanning, so when I press the Key to Sit and checks are right, it interrupts the start Montage and then starts to play again half way into the other montage making the player not wrap to the correct target or Move into the Mesh is warping in to because i have disabled the collusion when moving.
i only want to be able to press the key when the player is in Sit Idle Mode
- I have tried disable input, but Enable Input doesn’t seem to work at all.
- i have tried a Do once but i can’t seem to get it to work, i have a trace and a few checks to see if the player can sit on it. the only solution was to add a custom event call Do once reset then fire it off at deferent time but that didn’t seem to work that well and do very annoying to do,
- i have tried using branches but it becomes and mess a and’s and or’s and branch mannier