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Get Relevant Anim Time Returns FLOAT_MAX

I have a simple state machine defined, seen in this capture:

Hit

One boolean decide for left/right, another for head (or other parts of the body, but I hit a bug, so they are not there yet).

This capture is [To Head L] -> [From Left] transition rule, which works fine and returns me back to my original node on the state machine:

Transition 1

However, when I construct the same for [To Head R] -> [From Right], the state never ends and animation continues in a loop. I get stuck at this point.

Transition 2

Strange thing is, if I delete the transition rules for this node and re-create them with same rules, this time To Head L part gets stuck.

"Get Relevant Anim Time Remaining (xxxx node)" works only for one state, and gives me either 0.0 or FLOAT MAX.

Here is one of the node detail:

Current node To Head R

Product Version: UE 4.13
Tags:
hit01.jpg (50.2 kB)
hit02.jpg (49.0 kB)
hit03.jpg (53.5 kB)
hit04.jpg (60.2 kB)
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asked Oct 20 '16 at 01:58 PM in Bug Reports

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emrahgunduz
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avatar image emrahgunduz Oct 24 '16 at 07:27 AM

anybody? this is a breaking bug... most probably copy pasting and/or renaming the state that has a "relevant anim" breaks the code.

avatar image Matt.Williams Oct 26 '16 at 06:54 PM

Hey emrahgunduz,

This might be easier to debug if I could see what's happening for myself. Could you migrate your character to a blank test project and send it to me? You can either send a download link here or PM me a link.

I'm also curious why you're doing "InRange" instead of just a less than comparison. I also suspect the fact that you're using Time Remaining instead of Time Remaining Ratio, it is causing a conflict with the Blend time in your Blend Poses by Int node. We'll see though.

-Matt W.

avatar image emrahgunduz Oct 27 '16 at 07:47 AM

Hi Matt, I'll create a demo project and send it to you as soon as possible. I've changed the current transition rules in the state machine cause of this problem, and need to finish it before doing anything else :(

The "in range" usage was recommended on another thread in answers by a dev. It was something about Get Anim Time not working as expected and returning correct on the second tick not first. I thought this was the problem, but mine was different. I'm getting either 0 or fltmax all the time.

Time remaining, time remaining ratio... does not matter. "Get relevant" nodes all have the same problem in here.

avatar image Biah Morgan May 01 '18 at 10:17 PM

I'm having the same issue, without the InRange. I'm using two blend by enum plugged on a Blend by bool. The transition rules attached to this state return the FLOAT_MAX when attempting to use the Get Relevant Anim Time Remaining.

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Hey emrahgunduz,

I'm going to mark this as resolved for tracking until you can get back to this. Just respond to re-open it.

-Matt W.

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answered Oct 31 '16 at 07:46 PM

avatar image Biah Morgan May 01 '18 at 10:18 PM

I'm having the same issue, without the InRange. I'm using two blend by enum plugged on a Blend by bool. The transition rules attached to this state return the FLOAT_MAX when attempting to use the Get Relevant Anim Time Remaining.

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