HeldObject State

The primary ways we update this Layering System is via these Events. The AC_HeldObject_Master is what is responsible for calling these events. Some of the events are Legacy and not really used anymore but should still be functional. The main ones I'm using currently are UpdateBothItemsInHand and ClearAnItemFromHand. When we update an item I just update both now, if we need one cleared we just tell it which hand. Pretty Simple.

These events are the ones responsible for actually updating it, primarily the SetHeldObjectState event. The other ones should be left alone. After the HeldObjectState is updated we update the HeldObject Stance. The Stance is always updated because the IK Retargeted Characters need their Logic Updated anytime a change of any kind is made and that data gets updated when the Stance is updated, regardless if the value changed or not.

The Notify Event bound to the Held Object State is where we link anim layers

The OnRep_HeldObjectState is where we actually update our Linked Anim Layers and pass around relevant data stored in the items character specific data assets.

I'm not going to go in great depth on how it's all handled but you'll see we are using Blueprint Interface Events to pass the Data Around. You can check the Linked Anim Layer section for more information on how this data makes it's way through the system.

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