Within the ABP_Proto_Arms animation blueprint, weapons are set externally and their animations + states are DI 'ed in from the weapons class. This may create a developer issue where the additions of many weapons will bloat the animation states within the state machine. Currently, there is a Blend function that outputs the pose according to the weapon name enum. However this requires an explicit definition of the weapon name as the input source.
Implementation
Within the states collapse all the animations into a generic input node that can take the source animation from a locally defined variable DI 'ed from the weapon blueprint.
Remove the instance of EWeaponName and its implementation from all child blueprints of the BP_BaseWeapon
Acceptance Criteria
All arm animations are unaffected from the change
Changes to the source animation should be dynamically applied to the animation state.
Description
Within the ABP_Proto_Arms animation blueprint, weapons are set externally and their animations + states are DI 'ed in from the weapons class. This may create a developer issue where the additions of many weapons will bloat the animation states within the state machine. Currently, there is a Blend function that outputs the pose according to the weapon name enum. However this requires an explicit definition of the weapon name as the input source.
Implementation
Acceptance Criteria