Animations from State Machine not Playing In-Game

I have an animation state machine set up for my character blueprint, created following the instructions from the 3rd person game with blueprint video tutorials. The animations play fine in the editor preview, but the character is stuck in their basic pose when I run the game in-editor. I have the correct skeletal mesh and animation blueprint set in the character blueprint’s mesh component, so that shouldn’t be the issue. Anything else I can look for or try to fix this problem?

I have the same problem, Nodes set up fine but the animation won’t play.
I suspect the bool is the problem.

In your ThirdPersonCharacter Blueprint, select Mesh (Inherited) > Details > look for Anim Class> Is AnimBP already selected?

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The state machine probably isn’t progressing to the locomotion state, so a few things you can check -
reference the tutorial and check if your speed value is set correctly in your animation bp also check that the locomotion blendspace “x axis range” is set to your characters max walk speed and that is has animations set to resonable division in that blendspace, the label also needs to be the set to “speed”, (or more specificaly, the name of the variable your setting in you event graph). Lastly check you anim graph and make sure transitions inside your state machine is correctly set.

Probably your hiccup can be found at one of those locations, all these things are detailed in the tutorial, so just re-do it to make sure you didn’t miss anything if it still isn’t working.

//gl hf

Yes it is already selected

I have checked everything.
i have also made sure the variables should activate, the animation plays for every movement besides jump,
Either the “Jump_Pressed” variable isn’t firing when it should or i’m missing something i should.

post some screenshots of the state machine/event graph, maybe that could clear it up.

ok two things, you are setting a is_jumping bool in the character bp, but I cant see any point that you change the “is_jumping” value in the animation bp - so that value wont change.
Secondly you have a branch to set a in air bool in your character_bp - again this needs to be set in the animation bp, and also you’ll need to execute the branch from somewhere, possibly a event tick since you probably want to check that every frame, as its set now it will never execute.

My suggestion is making a custom event in the animation bp that causes your character to play the jump animation, then fire that event from either the character bp or controller bp using a cast, (there are lots of tutorials on casting out there). You should also move the in_air check to the animation bp event graph.

// Basically the character bp, controller and animation bp doesn’t talk with each other automatically, you’ll need to cast or more functions to make that work.

gl

Ok thanks for the advice.
I should directly copy the original tutorial and use their setup, but i think i’m going to learn how this all works so i can troubleshoot it better in the future.
Time to crack some eggs, thanks for the help .

I’ve seen your uploaded photos, is right. I suggest to follow the lesson again, check if you missed something. Cheers

sounds good, and np.
Would be nice if you could mark the question as answered so its cleared in the tracker.

//cheers

This is not actually my post, i just found this page. XD