I made a state machine that, in one of its states, reads an AnimSequence variable from its pawn owner, and plugs that into a Play node, like this:
You’ll note that the node says “Play ThirdPersonWalk”. The only way to play an anim sequence from a variable that I found was to create a “Play <X>” node, then tick the “(As pin) Sequence” box. Is this the correct way to do this?
The problem with the above is that if I make a transition rule based on, say, time remaining for the animation that’s playing, it will always take the length of the original anim sequence used to create the Play node (ThirdPersonWalk in this case), not the length of the sequence that was passed in through the pin.
I made a minimal project to reproduce the problem based on the ThirdPerson template. Pressing the left or right mouse button changes the character’s anim instance class to a different anim BP. This BP first plays a dynamically assigned anim (ThirdPersonWalk if you pressed the left button, ThirdPersonJump_Loop if you pressed the right mouse button). When this anim is past its 90% mark, it will transition to a new state that plays ThirdPersonJump_End, and then switch back to the original anim instance class. However, because I plugged the anim sequence variable into a “Play ThirdPersonWalk” node, and the ThirdPersonJump_Loop anim is much shorter, the machine will never transition from the first state to the second if you pressed the right mouse button.
You can download the example here: http://www.datafilehost.com/d/daff1ce4