Is there a possibility to make transition happen at animation's end?

Hello. I want to ask if there is a possibility to make animation happen at the end of another animation, instead of at the beggining. My problem: character does a roll animation, and after this, it does a transition to idle, but immidiately ‘slides’ to the beggining of roll animation. That really bothers me, and because of that I’m unable to make fluent movement in my game, so maybe one od You will know how to solve this problem. Thanks :slight_smile:

Yes – there’s a node you can put in the transition to check what the time remaining is on an animation. Once that time hits a certain point that you set, the transition can play.

Take a look at this link, notably #5 in the list. What you want to do is connect your transition from the base state to the target state, then go into the transition and set the logic for “TimeRemaining”. (If you right click and type that, the base state of the transition should pop up). Set the value to something low, like 0 or 0.1

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Jump/index.html

Thank You very much for Your answer, but unfortunately it did not work, after finishing the roll animation my character still ‘slides’ backwards to idle animation.

//EDIT
I set the “TimeRemaining” value to 0.0, and the character freezes in idle animation, it can move, but it is frozen, can go through other things.

OK, I tested some things, and if I set the value to 0.0, the character freezes in idle animation, and if I set the value above 0.0, like 0.01 or 0.1, the character still ‘slides’.

Can you post your Anim State Machine graph, and maybe a video of the animations?

I’m not exactly sure what you mean by Sliding, but if the animation is supposed to drive the location of the character, you’ll want to use root motion on that animation.

Yes, of course, just give me some time because I have to create everything from scratch - I’m having some UE problems :slight_smile:

Ops… Sorry, I was writing in another question.

At least in version 4.18, in the details panel of a selected transition is a checkbox for “Automatic Rule Based on Sequence Player in State” that does this automatically.

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It sounds like you have a root motion issue. this results from the way in which it was animated. the basic answer is your mesh is moving forward but the character root is not. The link provided should show you all about the issue and the basics on how it can be fixed.

Thank you for this tip. “Anim time remaining” was failing on me and registering animations as having “100,000 years” left when they actually reached the end of the animation. That checkbox gave me what I needed.