diagram-projectAnimation State Interface (BPI_TFA_AnimationState)

Contract used by animation notifies to communicate with gameplay/state.

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

BPI_TFA_AnimationState is the small but important interface that lets animation-time events talk back to gameplay or animation state without relying on hard casts. In practice, it acts as the handshake between notifies and the AnimBP that needs to respond to them.


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Why This Interface Exists


Animation notifies run inside the animation system, not inside the gameplay actor directly. An interface gives the notify a clean way to call into the owner or anim instance without tightly coupling the notify to one concrete Blueprint class.


Functions


UpdateLeftHandGrip(bool IsLeftHandOnWeapon, float BlendSpeed)

This function is called by Left Hand Grip (ANS_TFA_LeftHandGrip). The call is sent to MeshComp.GetAnimInstance(), which means the normal implementation target is your AnimBP or custom AnimInstance.


What the Implementation Should Do


This function is expected to drive left-hand grip behavior, usually by toggling a grip or IK-related flag and blending an alpha over time using BlendSpeed. The interface asset itself is only the contract. The real logic lives in the AnimBP that implements it.

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If the notify appears to fire but nothing changes visually, confirm that your AnimBP implements BPI_TFA_AnimationState.

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