Transitioning Animations in Animation Blueprints

I am working on trying to get a custom character i made working. I have 2 simple animation blends for the overall character movement(one for walking/running one for when you carry an object), but am having trouble getting the animation blueprint to switch.

From what i know, generally you would use one of the many functions to get a boolean variable in order to transition from one state to another, but what would I use for when my character is holding something(an item is placed in a socket on the skeleton)?

I have tried casting to the animation blueprint, but that never works.


I think you could use Attach and Detach. this should work from the normal character blueprint so you don’t have all this logic inside the animation blueprint

If you want to carry something, you first enable the carry animation, then in the character blueprint attach the object to the socket. Once you done carrying just detach it.

you may need something to check of the object can be picked up, maybe you could use interfaces or inheritance

I don’t quite understand… So I do have a character blueprint(I should’ve Included a picture) and really all the logic is in there. Also, Im not having any issue getting the item to attach to the socket. The only thing I am having trouble with is that I don’t know how to enable the “carrying” animation. Do I just cast to change a boolean? is there a function that will check if the socket has an item attached?

Actually just found what i needed! I didn’t realize I was casting wrong.

I was trying to cast from my character bluprint into my animation blueprint, not the other way around.

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