I am having trouble with correctly aligning a sword execution animation in first person in my game. It is supposed to be a doom-styled glory kill with a teleport in front of the enemy, but the positioning is off most of the time. I have tried having an animation reference in enemy with the player correctly positioned and I use both the position and rotation from there to set the player’s transform but to no avail.
This is the enemy animation blueprint, where I blend poses by bool that’s taken from the enemy
Enemy blueprint where I’m setting the actor rotation before the player teleport to it
Player blueprint where I’m Setting the location and rotation of the player from the animation ref from the enemy before playing the execute montage
This is the usual result I get, although it varies each time. As you can see, the sword is supposed to go through the skull and it does so perfectly when I’m aligning the animation reference.
Is there a better way to achieve the desired result? Would it be easier to have the 2 animations imported as one with fixed positions?