unlockUnlock Actions (AN_TFA_UnlockActions)

Re-enables gameplay actions after an animation lock window.

Asset path: /Game/InfimaGames/TacticalFPSAnimations/Common/Core/Animation/AN_TFA_UnlockActions

AN_TFA_UnlockActions is the simple notify used to reopen gameplay input after a montage-driven lock window. It is commonly used at the point where a reload, inspect, or equip action has progressed far enough that the player should be allowed to act again.


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Purpose


Typical uses include:

  • Reloads

  • Equip or unequip actions

  • Inspects


Owner Requirement


This notify only works when the active animation is playing on a mesh owned by BP_TFA_BaseCharacter.


Notify Blueprint Flow


This notify is implemented in Received_Notify. It gets MeshComp.GetOwner(), casts the owner to BP_TFA_BaseCharacter, sets bIsBusy = false, and returns false. If the cast fails, nothing happens.

Readable Blueprint Flow

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Despite the name, this notify currently unlocks gameplay by clearing one main gate: bIsBusy. If your project later adds more granular locks for reload, ADS, or firing, this pattern will likely grow with it.


What It Unlocks


bIsBusy is the general busy gate on BP_TFA_BaseCharacter. When it returns to false, the character can resume input-driven actions as long as no other gate is blocking those actions.

See Base Character (BP_TFA_BaseCharacter) for other places that also clear bIsBusy, such as the weapon-animation stop path.


Placement Tips


  • Place it at the earliest frame where input should feel safe to re-enable

  • If your montage uses sections or alternate branches, make sure every valid path still hits the notify


Troubleshooting


  • The player stays locked

    • Make sure this notify is reached on every montage branch or section path

    • Check for other gates besides bIsBusy, such as ADS blocks or sprint restrictions



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