Today I worked on adding the recovery animation for my character.
Character CPP file
void ACompetitionCharacter::CheckSequence()
{
State = "Recovering";
GetWorldTimerManager().SetTimer(RecoveryHandle, this, &ACompetitionCharacter::Recovery, 3.0f, false);
...
void ACompetitionCharacter::Recovery()
{
//reset values
State = "Inactive";
SpringArm->TargetArmLength = 100;
SpringArm->SocketOffset = FVector(0, 0, 50);
health = 100;
SetActorLocation(GetActorLocation() + FVector(100, 0, 0));
RandomisedArray.Empty();
SequenceArray.Empty();
SequencePosition = 0;
Here I added a recovery function and moved the code within the “CheckSequence” function so I can control when the recovery takes place. Now, during the recovery timer, the animation will play within the animation blueprint.
Animation Blueprint

