Hi everyone, so the idea is like; for example, you press T to talk to that another character, then that character plays the animation BUT smoothly (transition from idle to animation when my character is having a dialogue)
So far, what I learned from the tutorials is the concept of interaction of my character to another actor. For example, I press R to pick-up objects and that object is ‘destroyed’ or disappear, or the object is ‘transformed’ like 100units on the X-axis. The ‘Press R to pick-up object’ is only possible if my character is inside or overlapping the collision box. So far, that game mechanic is working (but the concept like everytime I pick-up that object and it actually stores inside my backpack, thats another story). Below is the tutorial I watched, that “Event Interact” made it work, 7:14.
So, I applied this concept when my character talks to another character. The ‘Press T to talk’ is actually working when I am overlapping the collision box. The character-I-am-talking-to has its own Blueprint; with the skeletal mesh using the animation asset Idle (for the moment). So in order to make this work, I applied again the “Event Interact” (which makes the keyboard key ‘T’ trigger) node then that skeletal mesh will play the “dialogue animation” using the ‘Play Animation’ node. However, it was not smooth. The character-I-am-talking-to has no transition from “Idle” to “Dialogue animation”.
So I thought, if I use the concept of animation blueprints (in particular the state machine) just like my character transition from ‘idle’ to ‘jump’ smoothly, then it is possible also to the character-I-am-talking-to. But at this point, I am stuck, hahahhaa. It doesn’t respond.
The event graph from the BP of the character-I-am-talking-to responds to my ‘press T’, but the event graph from the animation blueprint of the character-I-am-talking-to doesn’t respond to my ‘press T’. So, therefore, I think something is missing.
Note: The character-I-am-talking-to is stationary. In the idle animation, she just sits and writing. In the “dialogue animation”, she would just lift her head and talk to me (or rather to the playable character I am possesing).
