Anim state transitions to wrong state
Alright, so, I've been following this FPS tutorial on the UE4 wiki almost verbatim, skipping only the projectile/weapon parts so far. It works well, however when I do an initial jump my "Idle" anim state transitions directly to the "JumpLoop" state, without even having a link to each other, and completely skips the only link in between them which is "JumpStart". After that one initial jump, whether from "Idle" or "Run", it works fine, however this just looks unappealing as my "JumpLoop" state has a very vigorous animation. It is legitimately the same thing as what they have in the tutorial, you can check here, with only one exception that "JumpStart" is linked to "JumpEnd", however removing this link does not fix the problem.
I've checked the tutorial and my project and have made the states exactly like they have it in the tutorial, and it still doesn't fix it. I've also tried to figure out alternative ways and they don't work either. If anyone's got any idea how to fix this, please share.
asked Nov 12 '15 at 01:19 AM in Blueprint Scripting
I've found a solution. just like I thought, using "get relevant animation time remaining" is broken. If you get the time remaining on the previous animation directly, instead of using "get relevant", the transition works fine. I think the issue is that it will fail to find the "relevant" animation the 1st time it runs, and register as having 0 time remaining immediately. So the transition will just skip the animation.
answered Dec 08 '15 at 10:37 PM
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