Custom blend setup removed when "Custom" blend changed to "Standard blend"

This is kinda bug report and feature request in one package :slight_smile: because I’m guessing this isn’t exactly bug, “just” something that didn’t get yet enough attention.

In any case, in Animation BP, if I setup a custom blend, then set up “Custom blend graph” and after that I want to “debug” the transition with just simple “Standard blend” this will remove the whole “Custom blend graph” setup.
This is rather annoying issue for a faster workflow. Obviously these custom blend graphs could be removed when building final game if they are actually not used.

Hey ,

I just wanted to let you know that I’m working on this issue as well as your other recent post

I will have to address these on Monday, but I am looking into it.

-.

Great, thanks.

Hey ,

I have entered this bug as UE-13839. I’m still not sure how much of a bug it is, but it would be good if it stored any changes you had made instead of wiping it away.

Note that this also led to me finding a crash when trying to Undo any changes to the Blend Logic setting (UE-13825).

Thanks for reporting this. We’d love to hear more feedback on Blend Logic as it’s not something that is in the spotlight very often.

-.

Custom blend logic is great, so expect more reports if something is not ok :slight_smile:

Hey ,

To be perfectly honest, it’s kinda new to me as I haven’t found a situation where an additional state hasn’t been good enough. Kind of like how we do most of our jump animations in the project templates (Idle–>JumpStart–>JumpIdle–>JumpEnd–>Idle). It seems like the JumpStart and JumpEnds could definitely be replaced with custom blend logic. I’m getting ready to dig into your other issue as I think it addresses some of the things I wanted to learn a bit more about.

-.

Yeah, I can see your point. Actually I have the jumps like you described.

So far I’m using custom blends for transition animations like “stand to walk” or “walk to stand”. Having those in mind, plus in some cases different variations based on which leg is in the air, I think having them directly in the state machine as states would be quite messy.

Out of curiosity, was a blendspace not an option for Stand to Walk?

-.

At the moment I’m using blendspaces a bit differently. On top of that, I also have to deal with stand to trot, run and so on.

Generally I think custom blends are quite useful as another way how to approach some stuff with some differences that make them more useful for some situations then the other options.