12
Animation Blending and Montages
In the previous chapter, you were able to bring the player character to life by implementing movement animations in a Blend Space and using that Blend Space in an Animation Blueprint to drive the animations based on the player’s speed. You were then able to implement functionality in C++ based on player input to allow the character to sprint. Lastly, you took advantage of the Animation State Machine built-in Animation Blueprints to drive the character’s movement state and jumping states to allow fluid transitions between walking and jumping.
With the player character’s Animation Blueprint and State Machine working, it’s time to introduce Animation Montages and Anim Slots by implementing the character’s Throw ...
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