Author: Matthew Chadwick
As I began implementing more weapons into our game, I stumbled upon an issue - how would the player switch to different animations when swapping weapons? Without switching to different animation sets, players would have to deal with a single set of animations for every weapon in the game, which could degrade the overall playing experience.
To solve this issue, I implemented a way to switch between blend spaces in the animation blueprint. I started with creating an enum with all of the different weapons we current have implemented and plan to implement in the future. I then added an instance of the enum into our existing weapons, changing the value to match the weapon. Whenever the player switches weapons, the enum for the new current weapon is passed to the animation blueprint, which will switch to a different blend space accordingly. This resulted in smooth animation switching that matches the player's current weapon. The end result is a pleasant visual experience whenever the player switches to a different weapon.
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