The first, the Process Actor State function (pictured below), can be used to find out what Actor you are editing the state for. The Animation Sharing State Processor Blueprint can override two functions. After defining the State Processor Class, you can add Animation States by clicking the + (plus sign) to represent each state in your enumeration. The Animation Sharing State Processor Blueprint is also the Blueprint Class that you will define as the State Processor Class inside your Animation Sharing Setup asset (pictured below). In your Blueprint, in the Details panel, set the Animation State Enum to an enumeration containing your Animation States. Runtime performance will be greatly improved by using the native implementation as opposed to the Blueprint implementation. The Animation Sharing State Processor Blueprint should only be used for prototyping.
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