Character stuck in animation pose after Play Animation finishes
I've got a character with two animations. One is the idle animation, which I set up in the AnimGraph. The other is an animation that I trigger on button press via the PlayAnimation node.
When I start the game, the character idle plays as expected. On pressing 1, the second animation is triggered and plays correctly. However, when the animation finishes playing, the character doesn't return to the idle but instead stays stuck in what looks like the final animation frame.
I eventually managed to set up a workaround that involved adding the second animation in the AnimGraph with a transition comparing a boolean which is set to true on button press and resets to false in reaction to an Anim Notify fired in the animation itself. This works, but seems really complicated for something that seems like it should happen automatically (switching back to the AnimGraph behavior once a custom animation has finished playing), especially when you consider that under more realistic conditions I'd want to trigger any number of animations directly.
Is this a bug? Or am I missing something obvious in my Play Animation setup? In particular, is there an event that fires whenever an animation finishes playing?
asked Jul 31 '15 at 09:10 AM in Blueprint Scripting
i really advice you see these video tutorials from Epic, videos from 16 to 22 http://www.youtube.com/watch?v=zQrNQtfNOHc&index=74&list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE because it should give you most common knowledge on how make animation in right way and make it's mix/change, it isn't so simple as you may think at first, i remember it because watched it already, but didn't dive too deep into this
answered Jul 31 '15 at 02:27 PM
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