@@ -551,22 +551,48 @@ def find_event_node(graph, name):
551551 for node in graph.Nodes:
552552 if node.is_a(K2Node_Event):
553553 if node.EventReference.MemberName == name:
554- return True
555- return False
554+ return node
555+ return None
556556
557557def find_function_node (graph , name ):
558558 for node in graph.Nodes:
559559 if node.is_a(K2Node_CallFunction):
560560 if node.FunctionReference.MemberName == name:
561- return True
562- return False
561+ return node
562+ return None
563563
564564update_animation_event = find_event_node(anim_bp.UberGraphPages[0 ], ' BlueprintUpdateAnimation' )
565565try_get_pawn_owner = find_function_node(anim_bp.UberGraphPages[0 ], ' TryGetPawnOwner' )
566566```
567567
568568We can now add the 'GetVelocity' node and the 'VectorLength' one. Its return value will be stored into the Speed variable
569569
570+ ``` python
571+ node_get_velocity = anim_bp.UberGraphPages[0 ].graph_add_node_call_function(Actor.GetVelocity, 300 , 200 )
572+ # note the functions is called VSize albeit the graph editor reports it as VectorLength
573+ node_vector_length = anim_bp.UberGraphPages[0 ].graph_add_node_call_function(KismetMathLibrary.VSize, 600 , 200 )
574+ node_speed_set = anim_bp.UberGraphPages[0 ].graph_add_node_variable_set(' Speed' , None , 900 , 0 )
575+
576+
577+ # link nodes
578+
579+ # BlueprintUpdateAnimation to Speed Set
580+ update_animation_event.node_find_pin(' then' ).make_link_to(node_speed_set.node_find_pin(' execute' ))
581+
582+ # TryGetPawnOwner to GetVelocity
583+ try_get_pawn_owner.node_find_pin(' ReturnValue' ).make_link_to(node_get_velocity.node_find_pin(' self' ))
584+
585+ # GetVelocity to VectorLength
586+ node_get_velocity.node_find_pin(' ReturnValue' ).make_link_to(node_vector_length.node_find_pin(' A' ))
587+
588+ # VectorLength to Speed Set
589+ node_vector_length.node_find_pin(' ReturnValue' ).make_link_to(node_speed_set.node_find_pin(' Speed' ))
590+ ```
591+
592+ ![ The Kaiju Animation Blueprint Event Graph] ( https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/YourFirstAutomatedPipeline_Assets/slicer_anim_blueprint_event_graph.png )
593+
594+ We have done with the event graph, we can now move to the AnimGraph and define a State Machine
595+
570596Put it all in a new Blueprint
571597-
572598
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