The unit's events are in the Actors tab, with the actor of the same name(usually).
The fields that contain all the animations that happen are (Basic) Event: Events+.
Normally when a unit is attacking, the corresponding attack animation name will play because its a general animation. Custom animations would have different names, like spell channeling would go through different iterations of an animation name. I.e, Spell A, Spell A Start, Spell A End.
To look at the animations, open the Cutscene editor and search for the model of the unit you want. Then in the bottom right corner should be a blue line with the animation name, right click it and you can change the animation. You can also get the unit's attachment points in this editor also, just select it in the bottom left.
In Actors, selecting the unit's actor, in the Events+ field you should be able to find: WeaponStart.*.AttackStart and similar events. Those fire off the attack animation.
The unit's events are in the Actors tab, with the actor of the same name(usually).
The fields that contain all the animations that happen are (Basic) Event: Events+.
Normally when a unit is attacking, the corresponding attack animation name will play because its a general animation. Custom animations would have different names, like spell channeling would go through different iterations of an animation name. I.e, Spell A, Spell A Start, Spell A End.
To look at the animations, open the Cutscene editor and search for the model of the unit you want. Then in the bottom right corner should be a blue line with the animation name, right click it and you can change the animation. You can also get the unit's attachment points in this editor also, just select it in the bottom left.
In Actors, selecting the unit's actor, in the Events+ field you should be able to find:
WeaponStart.*.AttackStart and similar events. Those fire off the attack animation.