The animation blueprint
Any character or skeletal entity within your game, as long as it will be moving and executing animations, must have an animation blueprint to handle and manage the animation based on the set of the rules you define.
We have already discussed the process of retargeting the animations and preparing the assets in Chapter 1, Preparing for the Big Project. And we have discussed the process of creating and setting the rules for the animation blueprints in Chapter 2, Setting Up Your Warrior. Also, we have discussed blend animation and how to blend different animations in Chapter 2, Setting Up Your Warrior. I would suggest that you go ahead and build the animation blueprint and the animation setup for your character.
I will show ...
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