Hi,
How/Can we variabilize animation sequence in PaperZd animation blueprint? The idea is to share an animation state machine between different character animation that have the same animation logic.
Actually I can’t play an animation sequence from a variable. It seams I can only play an existing animation sequence instance by statically use the node Play “here the animation sequence name”.
If I could give to the animation sequence player my object reference. I could make children blueprint and only change only the animation Sequences in the variables to make a new character animation
Looking for answers to the same problem, basically I have multiple character sheets of the same character but in different colors and I dont want to set up the same animation bp just for different colors. Did you find any solution?
Anyone who like me is reading this years later and still scratching their head, the way around this is as follows:
Create a “base” Animation Source, with just one dummy animation sequence in it
Create your base anim bp linked to this animation source
For each of your new characters, create their own Animation Sources with all their animations (no need for individual anim blueprints), and in their respective classes/blueprints have UPaperZDAnimSequence variables pointing to your idle/walk/run anims (whatever you game is using)
In your anim blueprint, drag in your dummy animation sequence, and in the inspector on the right tick the “Expose” check box.
Voila, now you can drag your custom Animation Sequence into the node.