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AnimNotify calling both run and walk at same time?

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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.

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asked Jun 03 '14 at 01:10 AM in Using UE4

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avatar image DizzyWes ♦♦ STAFF Jun 04 '14 at 03:10 PM


Would you be able to post some images of your setup so that I may try to reproduce this?



avatar image Rehven Oct 01 '14 at 05:28 PM

I'm getting the same kind of issue too.

Notifies in the animations: alt text alt text

Made a sound cue and duplicated it to a different name, to see if that was the issue. It wasn't.

And here's a video of the problem: http://youtu.be/8ouv2sS7Vvw

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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!

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answered Oct 02 '14 at 05:59 PM

avatar image Rehven Oct 02 '14 at 07:41 PM

That fixed it for me, thank you Ben.

avatar image G2Gmusic Sep 09 '16 at 02:57 AM

Hi, I have the same problem and although changing to Highest Weight mode fixed it, there is no sound between idle and walk when Idle is highest but there is still steps happening that would need sound. Is there a way to work around and exclude Idle state or something?

avatar image Matt.Williams Sep 16 '16 at 04:09 PM

Hi G2Gmusic,

This is a very old post and a lot of functionality here may have changed. Also this user no longer exists. Please post a new thread in the Using UE4 section or on the forums.

-Matt W.

avatar image Pharmadude Oct 08 '18 at 06:32 PM

That fixed it for me, too. Thanks a lot :D

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