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Dev shares Unreal Engine C++ attack montage logic with equipment state check

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A developer working through an Unreal Engine C++ course shared their implementation of attack montages covering chapters 114 and 115. The code uses both Blueprints and C++ to trigger randomized attack animations via Unreal's AnimInstance system. A random selection between two attack sections, Attack1 and Attack2, is made using FMath::RandRange each time the attack function is called. The developer also added an early check to prevent attacks when the character is in an unequipped state, anticipating a feature expected in a later lesson.

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