Using Data Tables for Animations!

In my setup these are separate processes. I use a data table to identify a PrimaryAssetID that I use to dynamically load the weapon Blueprint asset and attach it to my character.

The weapon asset has it’s own AnimBlueprint that gets loaded with it. When the player want to fire the weapon. The character asset plays it’s firing animation with flinching arms. The animation is selected based on the type of weapon. The weapon itself plays it’s own independent animation to move parts and set off any visual effects.

There are two Blueprints each with their own AnimBlueprint that work together.