Based on an answer I received on this question:
How to make an action perform only after an animation has run?
I am using notifications in animations to perform certain commands/actions.
See in the documentation:
https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Notifies/index.html
Before resorting to this site, I researched elsewhere for something about modifying the animation speed and the closest question I found was this:
https://answers.unrealengine.com/questions/509654/how-do-you-change-the-ratespeed-of-animation.html
Simply changing the speed of the animation, I know how to do it, but I want to control its runtime. Sort of determining how much time the animation has to play.
In the image below I show more or less the scenario I have:
Note that the notification happens at the end of the animation (where I apply the damage).
So based on the speed I set for animation to perform, every time it's finished the notification happens, applying the damage.
It turns out that the animation doesn't necessarily have the exact duration of an attack starting when the other one ends (the image below will make it easier to understand):
There is one more scenario I imagined.
In the latter case, assuming the animation is (usually) 1 second long, and the character has the maximum attack speed (I set the maximum to 2 attacks per second). So the animation would be running 2 times faster:
But the attack speed will not always be a "simple" number, I would like to know how to calculate/set it time so I have no problems when the attack speed is any number.
I want to know how to set the animation runtime and a time interval between the animation running.