Thank you, yes, if you promote it to a variable, and then cast to the character in the anim event graph, and then you want to go into your character's blueprint event graph, create the code to change the bone, (but make sure you create a variable here as well), then finally you want to set the anim graph's variable to be the blueprint variable. I might make another tutorial on this
Yes, you can promote the scale, rotation or translation into a variable, and select the: expose to cinematics option. In the Sequencer, you can add a track for your character’s Animation Blueprint and access that exposed parameter.
I see potential
sus
that hand looks hilarious and you know why, but jokes aside this is pretty useful
Didn't even think about that lmao
Nice tutorial. Can this size be changed in a blueprint on demand?
Thank you, yes, if you promote it to a variable, and then cast to the character in the anim event graph, and then you want to go into your character's blueprint event graph, create the code to change the bone, (but make sure you create a variable here as well), then finally you want to set the anim graph's variable to be the blueprint variable. I might make another tutorial on this
are you able to expose this to the sequencer for a quick morph?
Yes, you can promote the scale, rotation or translation into a variable, and select the: expose to cinematics option. In the Sequencer, you can add a track for your character’s Animation Blueprint and access that exposed parameter.
Does this effect collisions?
Nope
@@strugglemadesimple The collider won't change size, is that what you mean?
@@shingAMarie No, I mean that if you scale a bone, it won't cause any additional overlap/collision area