Summary
With the player movement Blend Space created and the player character animation blueprint using a state machine to transition from movement to jumping, you are ready to move on to the next chapter, where you will prepare the required animation slot, animation montage, and update the animation blueprint for the throw animation that will use only the upper body of the character.
From the exercises and activities in this chapter, you learned how to create a 1D Blend Space that allows the smooth blending of movement-based animations such as idling, walking, and running using the speed of the player character to control the blending of animations.
Additionally, you learned how to integrate new key bindings into the project settings and bind those keys in C++ to enable character gameplay mechanics such as sprinting and throwing.
Lastly, you learned how to implement your very own animation state machine within the character animation blueprint in order for the player to...