Anim time ratio doesn't take the pin sequence into account

Hello !

I think the problem described here qualifies as a bug (unless you tell me otherwise :-))):

It can easily be reproduced in 4.8.3.

The problem is the following:

When setting an animation player to have a pin sequence and using a time ratio in a transition rule, the time ratio is that of the shell/mother anim player sequence and not that of the variable input sequence.

The picture contains my setup. The problem occurs whether i manually define the target (here, defining “boxing hit” into "samba dancing), or feed the pin with a c++ driven variable ( here “ActionSequence”).

Here for instance, whatever anim sequence i plug into the “samba dancing” player, the time ratio is always that of the samba animation sequence.

What makes me thinks it’s a bug is that it makes the pin currently unusable as you can’t rely on the time ratio to leave the animation state.

As suggested in the hereabove link, it would be very nice to have a generic player as a solution for that problem.

Cheers

Cedric

Hi uced,

Thanks for making us aware of this issue. I was able to reproduce the an animation where the anim time ratio was not factoring in the pin sequence and thus, not completing the entire animation sequence when prompted to. I have reported this as JIRA [UE-19959]. When this issue has been resolved, we will update this post to let you know.

Again, thanks for the feedback!

Any progress on this?

While this issue has not been abandoned, there is no indication on the bug report regarding when this issue will be addressed. That being said, I would suggest considering looking at alternative solutions instead of waiting on an official fix.

I don’t see how there’s any alternatives when you have many animations and want this to scale.

What version of the Engine are you using? I just tried to reproduce this in UE4.10 following steps from the bug report but was not able to.

I am facing the same issue in 4.15

I have updated the bug report to include your feedback. Please be aware that since the issue must be reviewed and prioritized by our development staff, it may be a while before it can be addressed.