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15. Tips, Tricks and assorted information
In this section, we’ll share assorted information that couldn’t be added on other chapters.
Animation blueprints can be made to ignore time dilation, this is specially useful if you need to add slow-motion effects without changing the framerate of your game. Value can be changed on the Animation Blueprint’s class default data.

Don’t call custom events of the animation blueprint directly from the character if you can avoid it. If for some reason there’s an event on the character that needs to trigger something on the Animation Blueprint, then either poll it on the Animation Blueprint, or bind a delegate inside the OnInit method and handle the event there.
You can be notified when a specific State on the StateMachine gets called. When clicking on the State, you can input an “Event Name”, creating a custom event on the Animation Blueprint and then putting said name on that field will ensure the event gets called. This is extra useful for changing behaviors that are bound to an event (example, not being able to move while on the damaged state, and then giving back control).


PaperZD has full Sequencer support, and can be used to create Level and Master Sequences; AnimNotifies will also be triggered on it. An Override Slot needs to exist on the AnimationGraph. By default the "DefaultSlot" will be used and the sequencer animations will be linked to it. This can be changed by right clicking the sequencer tracks and changing the details of each animation track.
