I figured out why the anim graph wasn’t getting the values from the actor blueprint. I just needed to set up the animation class of the mesh inside the actor blueprint according to the name of the animation blueprint. Just in case this is helpful for someone else.
But I am not still there. Could someone give me a hand to set up the random values to drive the transformation inside the actor blueprint?
My failed attempt was to get random values from an array (scale_5) to feed the B value of a Lerp. The return value of the lerp is a variable (scale 1) that I connected to the transform bone node of the animation graph as I explained in my last post. This is not working, for some reasons, it is getting all the values in a random order during the length of the timeline instead of picking a single value.
What I need is to get a single random value from the array to transform the bone with interpolation, and then get another random value to transform it again, and so on and so forth, during the whole length of the game. I guess that activating the loop of the timeline should be enough to keep the thing running.
Unless my approach is completely wrong I just need to know how to get a single random value from the array (scale 5) each time to feed the B value of the lerp.