Hey folks, I have a question about design intent/use cases for Linked Animation Layers.
In general, I understand LALs, how to set them up, use them etc. But I made an assumption about their purpose that appears to be incorrect, and I would like some clarfication on this.
I had thought that one of the problems LALs addressed was the inability for multiple developers to concurrently work on an Anim Blueprint. I had thought that by breaking out various animation "States" into linked layers, individual uassets could be created for each "state", avoiding the creation of asset conflicts. (I.e If Developer A wanted to work on the "Idle" state, and Dev B wanted to work on the "Run" state - they could do so without fear of conflicts due to the states being in different assets)
However, after further investigation into actually using LALs, it appears that this is not the case - as there is no way to assign different ABPs to individual layers - only a single ABP that implements all of the layers.
So my question is: Was I just wrong, or is there a way to do what I described above? The way I'm now looking at it, it appears that the larger purpose of LALs is to allow for the implemention "motion sets", and not really anything to do with concurrency of development. (Side note: I'm aware you still get some concurrency due to the "main" ABPs having responsibility for some things and the LAL ABPs having repsonsibility for others, but this feels more like a biproduct of the implementation rather than intentional design.)
Side Question: Is there a way for ABPs to interact with attributes from GAS other than binding to Gameplay Tags? this is fine for "state" transitions but if (for example) I wanted to get the float value of something like "health" - can I do that?