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How to resume AnimClass Play After Calling PlayAnimation

I have the following bit of code:

 void AMGCharacter::PlayCombatAnimation()
 {
     bIsCombatAnimating = true;
     Controller->SetIgnoreMoveInput(true);
     GetMesh()->PlayAnimation(ActiveCombatAnimation.Animation, false);
 }

After it runs, the locomotion animations break. How do I get them running again?

Product Version: UE 4.12
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asked Jul 12 '16 at 04:06 AM in C++ Programming

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calembendell
447 36 40 67

avatar image ImVawx ♦♦ STAFF Jul 12 '16 at 05:45 PM

Hi calembendell,

Are you calling SetIgnoreMoveInput( false ); later on? If not, this could be a good thing to test to see if your locomotion still breaks.

avatar image calembendell Jul 14 '16 at 06:35 PM

hey kyle, thanks for the response. (another one!) i'm setting ignore move input to false afterward, and the player resumes to float about in a T-Pose. however, i've got a lead in the shootergame that may suggest a solution.

avatar image calembendell Jul 17 '16 at 02:00 AM

figured it out! answer below

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The animation mode for the character must manually be set back to AnimationBlueprint in order for the animclass to resume after an animation montage has played.

 GetMesh()->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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answered Jul 17 '16 at 02:00 AM

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calembendell
447 36 40 67

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