hand-fistLeft Hand Grip (ANS_TFA_LeftHandGrip)

Drives left-hand placement/grip logic over a time window.

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

ANS_TFA_LeftHandGrip is the notify state used when the support hand should leave the normal weapon grip for a while and then blend back in smoothly. It is commonly used for reload handling, charging-handle interactions, or any moment where the left hand needs a special pose or temporary release.


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Purpose


Typical uses include:

  • Moving the support hand to a charging handle

  • Switching from a normal grip into a reload grip


Owner Requirement


This notify state only works when the active mesh uses an anim instance that implements BPI_TFA_AnimationState.


Notify State Blueprint Flow


This notify state uses Received_NotifyBegin and Received_NotifyEnd, and it calls an interface function on the active anim instance:

Begin

  1. MeshComp.GetAnimInstance()

  2. Call UpdateLeftHandGrip(IsLeftHandOnWeapon = false, BlendSpeed = BlendOutSpeed)

  3. Return false

End

  1. MeshComp.GetAnimInstance()

  2. Call UpdateLeftHandGrip(IsLeftHandOnWeapon = true, BlendSpeed = BlendReturnSpeed)

  3. Return false

Default Values

  • BlendOutSpeed = 15.0

  • BlendReturnSpeed = 15.0

Readable Blueprint Flow


Parameters


This notify state exposes two tuning values:

  • BlendOutSpeed, used on notify begin

  • BlendReturnSpeed, used on notify end


What Consumes This State


The message target is the anim instance implementing BPI_TFA_AnimationState, which means the actual grip blending logic lives in your AnimBP or another custom AnimInstance class that implements the interface.

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This state does not cast to the character or the weapon. If the active anim instance does not implement BPI_TFA_AnimationState, the message call will quietly do nothing.


Placement Tips


  • Make the window cover the full period where the left hand should use the special grip behavior

  • Tune BlendOutSpeed and BlendReturnSpeed so the hand does not visibly snap


Troubleshooting


  • No effect

    • Confirm the mesh’s anim instance implements BPI_TFA_AnimationState

    • Confirm UpdateLeftHandGrip actually drives IK or grip placement inside the AnimBP



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