When player0 possess a pawn, why do the pawn's animation montages stop playing

I was trying to create 2 players (local) with different pawns/character blueprints. Below was my attempt to solve the problem, but it’s not working properly. The animation montages for the default player (player0) no longer play even though everything is firing. but the blendspaces work fine. Here’s how I have setup, first to start with. Using create player node in my game BP, I create a second player. like so

And then in the level blueprint, using the possess node I’m able to switch player 0 and player 1 controller to 2 differen’t pawns that are on the level.like so

So Now I have 2 controllable Players with 2 different pawns/character blueprints.

This is how my animation blueprint is setup.

Everything works when nothing has been possessed but if I posses a pawn with player0 all the montages stop playing even though they are firing. but they play with player1, and all blendspaces play fine, Any idea why the animation montages aren’t playing an how to solve it?

Oh and both players have the same animation blueprint.

I’ve tried using blend spaces instead of animation montage, there’s no difference. Also tried creating a new separate animation blueprint and skeleton with with their own cast to character nodes, but there’s no difference. and it turns out it doesn’t matter whether player 0 or player 1 possess the pawn. Whichever player possess it has the problem.

I think the problem is from the cast to character node in the animation blueprint, everything before that works fine,

everything beyond the cast to character node fires but doesn’t actually play.

Solved it!! or rather I found a work around, instead of making other character blueprints for the other characters that I want to possess, I did this - In the content browser I select the original character blueprint that the default player uses then use the create blueprint based on selected blueprint button make a copy of it.

Then I can change the mash, and even the animation blue print and skeleton if I want. If I possess this newly created character/pawn that is based on the original character for the default player, everything works perfectly.Using duplicate blueprint won’t or creating a new blue print won’t work if you want to use the possess node. I’m still pretty sure the origin of the problem is with the cast to character node, there must be some kind of conflict that causes the animations not to play. But anyway don’t care anymore, this is a good work around, now I can have different characters that I can possess that are based on the original character :slight_smile:

i had the same problem when copy / paste the character blueprint… the animation just freezes i think its a bug… this workaround also worked for me tnks hope epix fix this bug i will try to report it.