AI animation only follows in idle?

As the question says i do not know if the animation is stuck but my enemy AI seems to stay in idle while following me instead of the set up Idle_Walk_Run in blend, now in the images i show you can see the speed is 0, is their some way i can set it so once it sees me it can actually walk or run and not just idle follow is their some locomotion you can set up that can help me or?

AnimGraph:

Any chance you can post an image of the graph where you are getting the ‘speed’ variable?

Unfor theirs no speed variable i dont know much of this stuff but thats all to the state machine

At the bottom of your screen, press ‘Event Graph’ under ‘Graphs’. Can you take a screenshot of that graph for me? http://i.imgur.com/Dd64WCy.png

^Completely empty i just dont know what to set up their

Oh! Okay, now that I understand your question:

Animation graphs are made of two parts. One part, the part you’ve filled out, defines what pose to use based on certain variables. The second part, the part you haven’t filled out yet, sets these variables for use later.

What you are telling the game right now is: “Change this blendspace based on speed” – but since speed is always the default value, nothing happens. It’s easy enough to fix!

What we need to do is get the value ‘speed’ from something. I think a setup like this should work for you:

What this does is every time the animation updates, it gets the movement component of your actor, fetches the velocity it has, and then takes the magnitude of that vector and sets speed equal to that. That should hopefully work for the basic character, but based on how you’ve set up an actor this could vary.

wow i think that might be it! the character is doing some odd dab tho?

That might be the fault of your animations. Check to make sure the blendspace you are playing is what you want. Find Idle_Walk_Run in the content browser and double click it.

the blend space looks fine, i checked to make sure if the walk and run was interrupting each other by removing run, but it still made no difference it just keeps dabbing.

If you are interested in linking me your project, I’d be happy to take a look at it.

You will need to upload it to a file-sharing service like MEGA.

So yeh iv checked through everything and nothing seems to be a fix

id be glad do, but how do i? theirs a 5mb limit on this or something

Okay. I identified two problems with your blueprints, and managed to get it working on my end.

Firstly your animations do not loop correctly, because they are built to use root motion. Luckily, this is easy to fix in ue4. Simply check ‘force root lock’ under ‘Anim Asset Details’ in both zombie_run and zombie_walk. This will cause the animation to stop skipping.

112200-untitled-1.png

Secondly, the way you have your AI movement set up causes it to reset to zero speed every time it updates, causing hitching movement. In your AI blueprint, I managed to get the desired effect with the following nodes:

(You can leave off that print string, I was just using it for debugging.)

If you do both these things, your movement should work as desired. If this was helpful to you, please mark my answer as accepted so that we can close this question!

hopefully the link worked

I posted a procedure that should work as a response to my original answer.

thank you ;'D