I followed the tutorial for Animation, still having problems

I followed this tutorial, and it may be my mistake but I don’t have all the animations, so I only did what I could. According to the tutorial, there was “prone” and some other animations for a gun simulation game which I cut out of my project because it is not a gun simulation. My character can change from idle to walking, but while walking she moves back and forth, repeating the animation and not smoothy continuing. How should I fix this? All help is welcome. Thank you.

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Prone/index.html

Here are the errors I got:

Error Blueprint Runtime Error:
Accessed None trying to read property
CallFunc_GetPlayerCharacter_ReturnValue
from function:
‘ExecuteUbergraph_Tetsumi_Animation_BP’
from node: Result in graph: Transition
in object: Tetsumi_Animation_BP with
description: Accessed None trying to
read property
CallFunc_GetPlayerCharacter_ReturnValue
Error Blueprint Runtime Error:
Accessed None from function:
‘ExecuteUbergraph_Tetsumi_Animation_BP’
from node: Result in graph: Transition
in object: Tetsumi_Animation_BP with
description: Accessed None Info Play
in editor start time for
/Game/Levels/UEDPIE_0_Beginning 1.19

Also, jump is not working.

Have you tried starting with a very simply Anim state machine to get that working first? For example, just 2 states: Idle and Walk.

Another idea is to start with the ThirdPerson_AnimBP blueprint that comes with the Third Person sample project from Epic. Here’s what that state machine looks like:

If you’re still having problems, a video of what you’re seeing would be helpful. In any event, I’m sure we can get you up and running!

Thanks for replying, I really appreciate it! Could you put here a link of that tutorial? I am using my own character and I know how to do the blendspace but I would really appreciate some blueprints shown. Thanks again! :slight_smile:

Sure! When you installed UE4, it should have installed the Unreal Engine Launcher onto your desktop:

103678-sample1.jpg

Launch the engine from here in order to get to the sample projects:

Follow these steps to create a new Third Person sample project that will have a good animation state machine example for you:

Once the UE4 editor starts up, open the Content Browser and open ThirdPerson_AnimBP:

Expand the AnimGraph tree and double-click Default (that’s the name of their sample anim BP):

This is the anim BP that animates the character when you run the sample game.

BTW, in that same anim BP, you should also take a look at the Event Graph. It’s responsible for driving the variables that the anim state machine uses.

Can you lead me to the tutorial for this? I have to make a variable IsInAir but I forgot how to do it.

I made it even simpler. Since I only used a “jump” animation that includes the start and end. I did it like this. Does this make sense, and will it work? I need to do something about the “IsInAir?” Variable, because I can’t seem to fix it. I get a warning.

I decided to take jump out (i could add it back in later, but my game doesnt require it yet) but then im stuck in idle mode. It seems the speed isn’t working. Any ideas?

Could I see what your state machine looks like, and also see what’s inside your Idle state?

Here you go!

The Idle/Run state is using the blend space, which is driven by the Speed variable. That variable is probably set in the anim BP’s Event Graph. Have you checked the Event Graph to make sure it’s driving the Speed variable?

What are you seeing on the screen? Is your character running around the level, but just not animating?

Yes, my character stays in its idle state when going around the screen.

I used the same event graph as the original mannequin.

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 and don’t forget to connect event blueprint update animations exec pin to cast to’s exec pin 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.

Hope this helps

Ok. give me a minute. I am making it for you.

sorry it took me 20 minutes :wink:

It would be great if you could provide pictures… This is a little too much. Thanks.

Thank you :slight_smile:

Wow. Okay, I followed everything. Now when she is in game, her animation loops, so she is like taking two steps forward one step back. And she can’t change direction with the WASD keys. Plus, she is running through the walls (not completely) which I think has to do with collision?

it seems that it’s a problem of your character. there is no any error in animation blueprint.
make a new project with third person blueprint template and follow these steps and it will work.
If you want help with your character upload your character’s blueprint screenshot