To begin to apply movement to my character, I implemented a singular directional BlendSpace, this utilised the idle and running animations to be reflected in game when the character is standing still and moving respectively.
I started with a simple two animation blendspace, but later added a third animation, using a Walk, and extended the values within the blendspace, this then allowed me to utilise multiple methods of walking simply by setting the max walk speed in blueprints further down the line.
This was to come in useful not only for slowing the character's movement to a realistic walking speed on the press of a button as seen above, but also for things like forced walk volumes, in which I can expand on narrative without a player being able to run around at will. These may feature in cutscenes further down the production pipeline also, providing further expansion on the narrative of my level.
Once the BlendSpace had been configured, I created an animation blueprint. Within the anim graph inside the animation blueprint a new state machine was created, to allow me to make the character switch weapons, visibly hiding and showing the alternate weapons as and when necessary, these were to be referred to through the use of booleans just a little later into development.


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