This class should be used if your weapon’s mesh is animated (Skeletal Mesh) via an animation sequence or an animation blueprint. This is the case if you have an animation for the trigger, the slide, or any other part of your weapon.
How to configure? #
- Select the skeletal mesh you want to use.
- Select the anim blueprint class you want to use for the weapon, if necessary.
- Select the weapon animation for activation, deactivation.
- Override the On Request To Play Weapon Anim function if you want custom behavior for playing animation. By default, the function in C++ play a montage without blending.
