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Layered multi blend per bone bug

Hey Unreal,

We are trying to use the "Layered blend per bone" node in the Anim Graph to switch between multiple animations. For example. We want the same base pose for the legs / locomotion but different poses for the upper body.

When we try to use it we are getting multiple weird errors:

  • If there are multiple Blend Poses only the last one will actually visibly blend correctly in preview.

Blend Weights: Runtime (As pin) off: - If you plug in the numbers in the details panel it shows it seems to work correctly in the graph but doesn't show in the preview. Runtime Off Working Graph

Runtime (As pin) on: - If there are more than 2 Blend Poses the first two blend weights do nothing and the third controls all three at once. Runtime On First Graph Runtime On First Details Runtime On Third Graph Runtime On Third Details

Cheers,

Charlie Volpe

Product Version: UE 4.13
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asked Dec 09 '16 at 01:33 AM in Bug Reports

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CharlieVolpe
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Hey CharlieVolpe,

Layered Blend Per Bone isn't really meant to switch between animations. If you set each layer to the same upper body bones, it will only use one of them. I'd suggest using 1 blend pose on LayeredBlendPerBone, then plugging a BlendPosesByInt into it with your 3 animations.

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I may be misunderstanding what you're trying to do though. Let me know if that helps.

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answered Dec 14 '16 at 08:34 PM

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