My Animation blueprint isn't working, might be a communication problem

So I’ve been following the official Unreal character animation blueprint guide from youtube and I’ve got to the point where I have everything set up but the animations won’t play when I play the game in the editor, it just shows the default pose of my character but I can control it without any problems. I started this from the third person template by replacing the skeletal mesh with a simple character i made in blender, and then i made the blendspace for Idle/Walk/Run and created the animation blueprint, but it seems that the animation blueprint and my character blueprint aren’t communicating with each other, because in the animation blueprint preview I can change the Speed value and the blendspace seems to react to it as it is supposed to. Could it have something to do with the fact that I just replaced the default character with my own?

(Here’s my EventGraph from the animation blueprint)

I am really new at this so any help at all will be appreciated!

We meet again !:stuck_out_tongue:
Yes that was the exact problem…now everything works perfectly, thank you!

Hey there (:

In your character blueprint, did you have entered the animation blueprint into the default settings of the mesh?

hi there, sorry to bump an old thread.

I have the same problem essentially. (Character stuck in constant jump loop).

I have entered the animation bp into the default mesh settings, but it hasnt worked.

I even deleted the jump loop state machine, still not working.

Seems as if my get speed is working right, I had migrated this bp from another smaller project, where it had seemingly worked. The nodes all work okay.

Thank you for your time and help, peace be with you :slight_smile:

hi there, sorry to bump an old thread.

I have the same problem essentially. (Character stuck in constant jump loop).

I have entered the animation bp into the default mesh settings, but it hasnt worked.

I even deleted the jump loop state machine, still not working.

Seems as if my get speed is working right, I had migrated this bp from another smaller project, where it had seemingly worked. The nodes all work okay.

Thank you for your time and help, peace be with you :slight_smile:

Hey there!
Sorry I’m not the best to answer this but my best guess would be that you have a problem with how you handle the boolean that lets the animation blueprint get to the JumpEnd state from the JumpLoop. The boolean should be true when the character is falling (should be handled in the EventGraph of the animation blueprint). So to get out of the loop you should have the boolean plugged trough a “NOT node” .To be honest I don’t exactly know what’s wrong in your case but I hope this helps atleast a bit:)

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