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My Animation Blueprint Not Playing

I'm Having Issues with Blueprint. My Character Animation doesn't play at all. he is being only idle.

http://prnt.sc/c76lia http://prntscr.com/c76lqv

Product Version: UE 4.12
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asked Aug 18 '16 at 07:24 AM in Blueprint Scripting

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avatar image PasteDog Aug 18 '16 at 10:56 AM

Could you attach a screenshot of your event graph also? It is a tab at the top of the editing window.

avatar image rbmiracle Aug 18 '16 at 02:19 PM

Best guess is that if idle is playing but no movement, then the anim BP is probably not receiving speed value from the character movement properly. But yeah, a look at the event graph and the anim graph (a level higher than the state machine) would be useful to diagnose it.

avatar image KhliloTV Aug 19 '16 at 02:51 AM

If you want to take a look: http://prnt.sc/c7ke8k

avatar image KhliloTV Aug 20 '16 at 06:04 AM

Help no one is answering back

avatar image KhliloTV Aug 19 '16 at 02:48 AM

There you go http://prnt.sc/c7ke8k

avatar image KhliloTV Aug 19 '16 at 02:52 AM

and By the way I followed this tutorial : https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_1/index.html From Character setup to Animation Blueprint. The issue my character is being idle, not playing jumping animation or crouching or even prone.

avatar image KhliloTV Aug 19 '16 at 02:53 AM

Even Animation Preview editor the animation doesn't play

avatar image KhliloTV Aug 20 '16 at 06:04 AM

Can you answer back?

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Is this your first animation blueprint? Here is steps you want to follow when making a animation blueprint. 1)Make an animation blueprint 2)Go to Anim Graph and right click and type "new state machine" 3)double click your new state machine 4)add two states(Right click and add) 5)Name them Idle and Run 6)double click idle 7)drag your idle animation from asset browser to there(or right click and search) 8)link you idle animation to final pose 9)go back to your state machine and go into run state and add run animation like you did in Idle state 10)make a transition from entry to idle 11)and make a transition from idle to run 12)In "my blueprint" add new variable and name it "IsRunning" 13)double click idle to run in my blueprint 14)add get IsRunning and connect its output to result 15)go back to state machine and make a transition from run to idle 16)go into that and add get IsRunning and connect it to a NOT Boolean and connect it to result 17)go to Event Graph and drag return value of try get pawn owner and search for "cast to your_character_blueprint_name 18)drag output of 'cast to' node and search for get velocity 19)drag output of 'get velocity' node and search for vector length 20)drag output of that and search for 'float>=float' 21)set other value of that to 50.0 22)drag output of that and search for set IsRunning 23)drag cast to exec pin to set IsRunning's exec pin

and go to your charcter blueprint and select your animation blueprint as character's animation blueprint.

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answered Aug 20 '16 at 06:40 AM

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avatar image KhliloTV Aug 20 '16 at 07:59 AM
avatar image IAS0601 Aug 20 '16 at 11:21 AM

you need to connect event blueprint update animations exec pin to cast to's exec pin (screenshot 2)

avatar image KhliloTV Aug 20 '16 at 06:57 PM
avatar image KhliloTV Aug 20 '16 at 06:58 PM

I'm just unlucky. I followed every tutorial and never works.

avatar image IAS0601 Aug 21 '16 at 05:06 AM

follow my new tutorial. it will teach you how to make a complete third person character with animations.


if you can't understand even after watching that please feel free to ask me any question. I am here to help you.

avatar image KhliloTV Aug 21 '16 at 06:44 AM

Will do! Thanks

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