Animation State Machines
For this assignment, I was tasked with creating a state machine for a character in Unreal. I took a character from Mixamo and implemented an idle, walk, and jump. I set the Jump button to "Space". This wasn't mentioned in class, but I implemented an Interface to make it so that the animation blueprint doesn't have to cast to the character blueprint every frame. This helps to keep the game more optimized since casting in EventBlueprintUpdateAnimation is very expensive. An interface lets me update Booleans from the character blueprint to the animation blueprint. Below are some screenshots and the Perforce Submission.













