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Pablo Rodriguez

Animation Stance

  • Create Enumeration (e_animation_stance)
  • Add 6 options in order:
    • unarmed, shield, two-handed, rifle, bow, stealth
  • Player Character Setup
  • Create variables:
    • animation_stance (enum type)
    • animation_stance_options (array)
      • Set 6 default options matching enum order
  • Build keybind system:
    • Use ‘1’ key event
    • Get array index from animation_stance_current
    • Increment counter, reset to -1 if >= array length
    • Connect to set animation_stance
  • Animation Blueprint Interface
  • Add interface_animation_stance function
    • Input: animation_stance (enum type)
  • Implementation:
    • Promote to variable with underscore
    • Use “blend by enum” node
    • Add options: shield, two-handed, rifle, bow, stealth
    • Connect blend spaces to corresponding nodes
    • Set unarmed as default pose
  • Final Connection
  • In character blueprint:
    • Copy mesh and anim instance nodes
    • Add interface animation stance message
    • Connect animation stance variable
  • Result: Press ‘1’ to cycle stances
    • Order: unarmed → shield → two-handed → rifle → bow → stealth

The system creates a blend space switching mechanism using enums, allowing stance changes through gameplay. Pressing ‘1’ cycles through different animation stances, with the interface handling communication between blueprints.