banBlock ADS (ANS_TFA_BlockADS)

Temporarily disables aiming down sights during a montage window.

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

ANS_TFA_BlockADS is the notify state used to disable aiming down sights during animation windows where ADS would look wrong or break the intended flow. It is most often used in reloads, interactions, and equip or unequip sequences.


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Purpose


Common uses include:

  • Reloads

  • Equip or unequip actions

  • Interactions


Owner Requirement


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


Notify State Blueprint Flow


This notify state is implemented through Received_NotifyBegin and Received_NotifyEnd.

Begin

  1. MeshComp.GetOwner()

  2. Cast to BP_TFA_BaseCharacter

  3. Set bIsAimingBlocked = true

  4. Call ForceStopAiming()

  5. Return false

End

  1. MeshComp.GetOwner()

  2. Cast to BP_TFA_BaseCharacter

  3. Set bIsAimingBlocked = false

  4. Return false

If the cast fails, nothing happens.

Readable Blueprint Flow


What This State Affects


This state toggles the character-level gate BP_TFA_BaseCharacter.bIsAimingBlocked, and on notify begin it also forces an immediate exit from ADS. That combination is what stops players from staying aimed during montage windows where the pose should not support it.

See Base Character (BP_TFA_BaseCharacter) for the full aiming flow and ForceStopAiming behavior.

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Placement Tips


  • Make the notify window cover the full time range where ADS would look wrong

  • Keep the window slightly conservative, because players notice visual flicker quickly


Troubleshooting


  • ADS still works

    • Confirm the montage is playing on a mesh owned by BP_TFA_BaseCharacter

    • Confirm your ADS logic actually checks bIsAimingBlocked

  • ADS never comes back

    • Confirm every montage path reaches NotifyEnd

    • Add a fallback clear when the montage is canceled or interrupted



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