Blend states resetting after playing a montage

So I don’t know if this has been reported already or I am doing something wrong. I apologize in advance.

I have a melee animation override my blendstate using an animation montage. Now the issue is once the montage finishes the blend state resets to entry which results in the ready animation playing each time I melee. 4.11 used to return to whatever state it was in. I have also noticed animation sequences sometimes not playing at all when playing in succession(for example when playing a firing animation of a automatic weapon)

http://puu.sh/peCuk/8f936d11d5.gif

The moment FP Ready is highlighted is when the animation sequence ends.

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Hi Mootjuh,

Thanks for reporting this. I’ve entered UE-31604.

I also found a workaround for you. By caching the state machine and using layered blend per bone, I was able to keep the state machine running, but override it with another cache and the slot. The key is to set the Branch Filter to the root bone. See below:

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I tried this workaround, and yes it does take away that issue but also disables all visual animations. Any other ideas why the animations no longer appear the montage does work as can be noticed with the camera shakes but no visual animations.

I’m sorry DarkIceStudios, but I don’t quite understand what you mean? It sounds like you’re using a skeletal mesh to control a camera, which would indicate that you can’t see the mesh itself through the camera.

Have you ensured that the “Mesh Component Update Flag” in the SkelMesh Actor details panel is set to “Always Tick Pose and Refresh Bones”?

Also check out the “Skip First Update Transition” option in the state machine node’s details panel.

Hey.

this issue is still here in 4.16.

state machine backs to its previous state after playing montage.

I found this post as a reason for it.

sorry

so I found a good way to deal with this kinda issues :))) i hope it helps somebody

Thank you, ! This solution seems to work perfectly. Playing a montage does not reset our animation state machine anymore.

I know this is an old post, but this worked for me in 4.25

From my experiment the problem seems still present on 4.26, will it be fixed in UE5?

Still happening to me as of 4.27 in Sept 2022.