Hi, I have been working on creating animation trails for fighting animations in our fighting game project.
For a while I worked on using AnimTrails, but since fighting game animations are so fast and on top of that, our animations are stepped, this would always end in weird chunky trails.
Therefore, I started creating static meshes which were aligned with the animation and then add a material which I proceed to animate in sequencer. In sequencer I use a material parameter collection to properly time the animation of the trail with the character animation.
My question is, can I bring that animation information from sequencer over to the blueprint that activates the animation of the attack? So far I haven’t found a way to do it yet.
(I’m using Unreal Engine 4.20 and I created the mesh with a Houdini tool by Andreas Glad).