Unlike with other asset implementations, implementing animations (made by Archie) had more technicalities to it. Namely, figuring out and using Unreal Engine's flipbook system. Animations implemented include the player's walkcycle, placeholder idle animation, jump, and a generic attack animation.
Unreal Engine handles sprite animations by splitting sprite sheets into individual sprites that are then compiled into a flipbook. Frames can be adjusted, such as changing how long they hold before moving to the next frame, the FPS of the animation, etc. I was given a sprite sheet for each animation and timings that I tried to match as closely as possible. I then coded it to change the flipbook depending on the player's state. Idle when still, walkcycle when moving (with the player facing the correct direction), jump start and end, triggering the attack animation, etc.
The biggest issue with implementing sprites was that I can't set frame durations to half a second, as they're stuck to being integers. As a result, animations lose a small bit of fidelity, such as looking slightly more sluggish in engine. This is rectified fairly easily by tweaking the animation's FPS to better match it to how it looks in the gif version of the animation. Additionally, the idle animation is currently just a still frame from the player's walking animation as a placeholder of a placeholder while we wait for Archie to finish the sprites.