So, I am working on getting the animation of multiple skills to chain seemlessly together in such a way that if skill A had Animation A -> B -> C, B would have noprepare -> noprepare -> C. I simply want the 2nd skill to replace the 1st and continue it's animation.
For some reason, CastAnimation is being ignored on the 2nd skill (which I have set to skill_attack_precision_01_cast since I am dealing with Ricochet). No matter what I do, CharacterUseSkill is issuing the 2nd skill and no animation is happening.
So I tried to fix this with CharacterSetAnimationOverride which seems to work with one exception. When I play "skill_attack_precision_01_cast", the Character plays the animation. but isn't holding their weapon.
Can someone explain to me why this is happening?