4.14 vehicleAnimInstance

Hello,

I am encontering a problem with my vehicle animInstance, it cannot run any statMachine in additive mode if the class setting is set to vehicleAnimInstance. If I set it to an AnimInstance, stat machine works but i cannot use the wheelHandler anymore.

Hi ,

Could you provide some more details, screenshots, or even an example project showing your issue?

Hi ,

Here is a screenshot of my VehicleAnimInstance working in U4 4.13.
I am using a state machine to open the vehicle doors in additive.

In 4.14 the stateMachine is not working anymore.
If found a work around using morphTarget to open the doors but I think it may be a Bug.
Thank you for replying.
![alt text][2]

Are the animations in your state machine set as additive animations?

Yes my animations are set as additive animation in the state machine, it looks like that the different state in the state machine cannot play the animation anymore. If i switch my boolean on and off in the preview window I can see the transition arrows in the state machine changing color but it does not enter the state and does not play the animation in 4.14.
I have the same setup for an helicopter and it is still working fine in 4.14, therefore I think the problem comes from the fact that i am using a vehicleAnimation instance in order to use the WheelHandler.
If i change the animation class to animationClass and not vehicleAnimation class the state machine works fine but i cannot use the wheelHandler anymore.

Hey ,

I’m going to have to ask if you can send me your project. You can upload it to a cloud storage service and PM me a link on the forums.

Hi ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Hi ,
I’m currently working on a learning project and I think I ran into the same problem that had.

My setup is like it is in the screenshot above! My animation Additive Settings are:

  • Additive Anim Type: Local Space
  • Base Pose Type: Reference Pose

When I use the same animations in a normal animation BP rather than a VehicleAnimInst all the animatinos work. Also I noticed that in the anim preview, it says “active for 0.00 seconds” rather than printing out the actual time passed. And as already said, when you tick the boolean, the color of the transition changes to red but he doesn’t continue to the next state.

I uploaded the Content and Config folders as well as the .uproject file to my public dropbox. Where can I send a PM to you?

Hey LordStuff,

I’ve been doing some more testing on this, but it’d definitely help to see your content. Can you upload the project instead? You can delete the Saved and Intermediate folders to reduce the size. You can PM me from here.

Hey LordStuff,

Thanks for sticking it out and leaving your project up for me. I lost track of your PM for a minute and this thread got resolved unintentionally, but I’ve been investigating it again. I’ve enlisted the help of one of our Support Engineers to take a look, but the response might not be immediate. If you’ve made any progress since our last contact, please let me know.

LordStuff,

I meant to reply to this earlier. We’ve had some other problems with Vehicles and Animation. Unreal Engine Issues and Bug Tracker (UE-41048)

gave me your project, and while I investigate the above issue, I’ll also test yours to see whether or not it’s related or needs a separate fix.

Thanks,
Jon N.

We’ve just encountered this issue as well in 4.15. Is there any idea when it is going to be resolved? Our entire project has been stalled due to this issue. This issue also occurs if another skeletal mesh is attached to the vehicle and is then possessed by a custom player controller.

Setting the animation mode to use AnimBP in custom player controller and pointing to the relevant AnimBP causes a second instance of AnimBP to spawn which faces the same problem.

Also, vehicle AnimBP has problems getting controlled pawn reference.

We have a partial workaround where we can manipulate some bones on the vehicle by driving their transforms through variables in the vehicle blueprint. I guess it can be extended to the bones controlled by the wheelhandler. But that is not a feasible solution, as everything calculated by the wheeled handler would need to be done in vehicle blueprint causing it’s size to inflate to a disproportionate size. And that is as good as rewriting the wheeled handler all together.

We need a workaround really fast, so please let us know how we can help.

Markus,

Unfortunately, a sizeable portion of the engineering team was away at GDC. I’ll try to take a look into this issue ASAP.

Thanks,
Jon N.

Thanks Jon, looking forward to a fix soon. We’ll gladly help test out any fixes.