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Event Blueprint Update Animation Inconsistent?


I have been struggling with animation blueprints for some time now and I seem to be getting inconsistent results inside my event graph that may be the source of the issue.

I have a simple blueprint character, basically copied from third person example project that is using a very simple animation blueprint. It basically just prints the current velocity of the character

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When I hit play in the editor and keep forward pressed on the keyboard I get output showing a velocity of 0 and then ~200 (the max walk speed) switching back and forth between each event firing

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Is this correct behaviour?

If my animation blueprint relies on the velocity to blend the correct animation and is used in transitions how can I rely on this value?

Thanks in advance for any pointers or help

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asked May 03 '15 at 01:08 PM in Blueprint Scripting

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avatar image Lawsonry Sep 27 '18 at 12:02 AM

I'm running into this as well! 4.20.2. Will post back here if I reach a conclusion.

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2 answers: sort voted first

Anyone figure this out? Running into the same issue in 4.18.3

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answered Feb 22 '18 at 11:13 PM

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This happens when animation blueprint is open in IDE. UE thinks there are 2 instances and print velocity for both. BTW, for the instance which is rendered in BP preview you should get None from GetPawnOwner.

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answered Dec 20 '18 at 08:23 PM

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