x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Anim Notify fails to trigger near the start of an animation as of 4.11

Currently we have some animations played through code by a PlaySlotAnimationAsDynamicMontage call. As of 4.11 anim notifies within the first ~0.015 seconds of an animation played by this fail to trigger.

Changing the blend in and out rate to instant as well as changing the notify's "Trigger Weight Threshold" and "Montage Tick Type" seems to have no affect.

Moving the notify further down in the animation allows it to trigger every time without issue.

Any idea what may be wrong here or if it is potentially a bug introduced with 4.11?

Product Version: UE 4.11
Tags:
more ▼

asked Apr 02 '16 at 02:59 AM in Bug Reports

avatar image

Alters
36 3 4 9

avatar image Plosnita Apr 22 '16 at 03:00 PM

Is there a work around this issue? It's breaking the game-play. The only thing I can think of right now is to revert to 4.10

avatar image Alters Apr 22 '16 at 08:28 PM

If you are playing your animations through a C++ function call like we were in our game it is possible to get a reference to the UAnimSequenceBase that is being played. Using this you can loop through all the animnotifies and manually handle calling them.

While not ideal and may cause an animnotify to trigger twice, it is working for us for now.

avatar image Plosnita Apr 23 '16 at 11:38 AM

Thank you Alters. We are thinking of deleting the animation notify implementations and doing as you're suggesting, call them manually. This would probably avoid the double trigger you mentioned. We are also testing if reverting to 4.10 for a time is OK, and the 4.12 version from github.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi Alters,

Thanks for reporting this, I was able to reproduce it and tested in both 4.10 and 4.11. It is a new bug with 4.11 and appears to be dependent upon the length of the animation itself. For example, with the animation I used, the threshold was frame 0.55. It also occurs with montages. I've entered it in our system as UE-29149.

-Matt W.

more ▼

answered Apr 06 '16 at 06:25 PM

avatar image Plosnita Apr 22 '16 at 02:48 PM

I was able to reproduce it as well in my project. It's not 100% repro, but often enough to break game-play.

avatar image Matt.Williams Apr 22 '16 at 08:19 PM

Currently there is no known workaround for this issue. If it is a game breaker for you, I would recommend reverting back to 4.10.

avatar image Plosnita Apr 23 '16 at 11:41 AM

We are going to try that. I am also trying the 4.12 version from git hub. What is weird is that this seems to not be a issue for almost everybody.

avatar image HazzaBui Jun 18 '16 at 04:29 PM

This is an issue for us as well (in 4.11.2) - did anyone manage to find any kind decent of workaround? And is this fixed in 4.12?

avatar image Matt.Williams Jun 20 '16 at 06:19 PM

Hi HazzaBui,

Yes, this is resolved in 4.12.

-Matt W.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question