Animation transition nodes note appearing until compilation

Hey, whenever I add a new animation and connect it to another animation the line is being drawn however the transition node is not. It only appears after I have recompiled the animation blueprint and clicked on the warning created due to a transition which will never occur. The camera is also centred to a random location so I have to constantly move back to where my animations are.

I hope you can find a fix for this, I have been working around it but it is an irritation, much like the mouse being set to the top left hand corner whenever you clicked anything in 4.6.

Heyo bunnyboiler,

Could you provide some more detailed steps (maybe some screenshots) about what you’re trying to do? If it would be easier, you can also send in your project. Upload it to dropbox, drive, etc and then you can PM me the link on the forums.

Keep on boiling bunnies,

Hey ,

I will attach some screenshots for you so you can see the problem I am having.

As you can see I have tried connecting these two animations, however the node is not being drawn. From here I have to recompile the blueprint, click on the warning then move back to the line before the node appears.

I am not able to reproduce this locally with some of the basic assets in our 3rd person template. Is this happening in every AnimBP? You said you would create a new state and then create a transition to it, was there anything else you can think of that you did that could be leading to this?

It is happening in every animation blueprint and I am not doing anything other than creating a state and a transition to the state.

Was this project converted from a previous engine version? Also can you try creating a new project with 4.7.2 and let me know if it happens there?

Past that, I’d like to see about getting a copy of your project.

Sorry in the delay in getting back to you. This project was converted from 4.6

Hey bunnyboiler,

Can you maybe send along just the animBP uasset if you’re not interested in sending your project?

I can’t reproduce this and can’t do anything else until I do.

I’ve actually ran into the same bug. I started a project on 4.7.3, then I updated to each new hotfix for 4.7.x as they were released, and then on 4.7.5 I noticed I had a problem with the transition nodes appearing (I can’t open to edit them) when creating them from state to state, or conduit to state. In my case, sometimes the transition node shows after compiling, while other times it does not show at all. In the screenshot, the transition node from AimJumpLoop to JumpEndConduit showed up after compiling, but the other transition node from JumpEndConduit to AimCrouchIdleRun does not show up at all.

The only way I have been able to get around this is through creating a transition node, and compiling the AnimBlueprint, then clicking on the “Can Enter Transition” link provided in the compiler results. Is there a way to get around this problem by manually opening a list of all the transition nodes in the AnimGraph?

UPDATE: I found a solution to the problem in a peculiar way. I scrolled to the side in the AnimGraph until the transition nodes were not showing anymore. Then, I scrolled back to where the transition nodes were before, and - like magic - they appeared!

Hey Snow901,

So was this only happening in 4.7.5 with transitions that you had created in a previous version? Or do you mean that after upgrading, you would create a new transition and no new node would appear?

Just trying to get a grasp on this because I have been unable to reproduce this locally.

The problem started after I updated from 4.7.3 to 4.7.5. I started the project in 4.7.3 and did not experience the problem. However, when I updated to 4.7.5, I noticed some of the newly created transition nodes not showing up in it; all the previously created transition nodes were fine.

Hey Snow901,

So I’m unable to reproduce this locally. I’m going to mark your workaround as an answer. If this continues to be a problem the next time that you happen to upgrade to a newer engine version, we can look into it more.