Quick question: is there some way to set up an interping transition value and a rule or a timer when it moves from one state to another, or should the transition be a state itself? This would be useful for feeding into animation blueprints and things like that.
One thing I thought about doing was to add "transition" state and have separate "old state" and "new state" values, then specific events to call for their transition rates.
So for example if I was doing AI and I had a character charging it could go: "charging -> transition -> stop", where the transition from charge to stop would feed a bunch of things like deceleration and animation blend weights. Then inside the logic for the transition I could take into account if there was anything in front of the character or not and stop faster or slower as needed. The only requirement is that it needs to tick and interp away some values while being able to do custom environmental queries.
So I guess I'm asking does any facility for this exist already or is there a particular way you'd set it up? I have a rough layout but I'm sure you have a better understanding of it than me.
One thing I thought about doing was to add "transition" state and have separate "old state" and "new state" values, then specific events to call for their transition rates.
So for example if I was doing AI and I had a character charging it could go: "charging -> transition -> stop", where the transition from charge to stop would feed a bunch of things like deceleration and animation blend weights. Then inside the logic for the transition I could take into account if there was anything in front of the character or not and stop faster or slower as needed. The only requirement is that it needs to tick and interp away some values while being able to do custom environmental queries.
So I guess I'm asking does any facility for this exist already or is there a particular way you'd set it up? I have a rough layout but I'm sure you have a better understanding of it than me.

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