Hi All,
I currently have notifies in my first person character’s Run animation that trigger footstep sound cues with each step in the animation. I also created a toggle in the character blueprint that makes the character sprint whenever shift is pressed. Naturally, making the character sprint doesn’t increase the frequency of the footsteps, as sprinting doesn’t actually make the animation move faster, but just makes the camera move faster. So when I’m sprinting, the footsteps sound the same as if I’m walking.
So I created a duplicate Run animation that moves faster and thus cues the footstep sounds at a more rapid pace. Is there a way to rig blueprints so that the faster animation is cued when the shift key is pressed, and to return to the slower animation when it is released? Or can someone point me to a tutorial on that? I can’t for the life of me find one anywhere, and I fear I’m just not wording my queries correctly. Any help is appreciated. (The less shorthand lingo the better, as I’m kinda new to this. I promise, though, I’m very impressed by how well you know UE4.)
Thanks in advance!