@kostbllb How do i manage to tie SkeletonAnimation.AnimationState.Event to my visual scripting nodes? do i have to make my own nodes for that?
You would create a standard wrapper for that, wrapping your unsupported types in a layer where supported types are stored and forward the respective calls to the unsupported types. While I don't know what visual scripting language you are using, the answer likely is yes, you will need to write some wrapper nodes for that.
kostbllb I'm trying to move some of my codebase to Visual Scripting in order to make content updates with addressables available for game logic.
Admittedly I don't quite understand why using visual scripting would improve the situation in regards to modularity and having updates available as on-demand downloads. Typically you would need to 1) find certain objects and then 2) call certain methods at said objects, which could be done using normal C# scripting as well. I would recommend reconsidering whether this move is really necessary at all, before perhaps migrating everything unnecessarily.