AnimNotify calling both run and walk at same time?
So I was really happy about getting AnimNotify to work on creating a walking sound in UE4 on the default skeleton/mesh/animation/graph .. however, when attempted to add a new set of notifies for the running animation, the walking animation is happening at the same time causing doubled-up sounds.
To validate this, I added Print Strings to my notifies, one for each foot, and each animation. While the character is in it's "walk" animation, I was getting a print for run and walk at the same time, but when I started running, only the print for the run notifies was happening.
So basically, it looks like while the character is only using the walk animation sequence, it's blending in a "slow" version of run as well.
Hey MixitMan and Rehven,
I believe what you are seeing/hearing is a blending of the notifies on both the Walk and the Run Animation Sequences. If you're using a Blend Space to combine the two, by default it will attempt play all notifies for all AnimSequences being run in the Blend Space.
You can change this to only play notifies for the highest weighted animation. In your Blend Space asset, open the Anim Asset Details panel. Under Animation Notifies, switch the Notify Trigger Mode from All Animations to Highest Weighted Animation. Now, only the notifies of the animation with the heighest weight (viewable in the Blend Space graph) will fire.
Hope that helps!
answered Oct 02 '14 at 05:59 PM
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