GetRelevantAnimTimeRemaining doesn't work w/ -1.0 playrate for animation sequence

Hello, Community!
I have a transition between two animation states.
Transition contain condition (GetRelevantAnimTimeRemaining() < 0.1 and BowStates ==1).
In “UnCharge” state I have 0.5 second long AnimationSequence with -1.0 playrate. I set this playrate to play animation backward.
But every time when animation starts to play “GetRelevantAnimTimeRemaining()” immediately fires succes.

Hi Klateralus,

I have tested for this in the past, but have never been able to reproduce it. I’ve tried with the play rate set in the animation as well as in the Play Node, but every type of time remaining node still works (including Relevant Anim versions).

Is there any chance that you could reproduce this in an example project (Third Person Template is what I use) and send it to me? You can attach here or PM me a download link on the forums if you’d like it to stay private.

Hello, !

Thank you for your answering!

I sent you PM on the forums with link to archive file with bug reproduction (it was to big to attach here)
But I forget to add description.
This is link to [Migrated Character][1] with all necessary components.

WTR

  1. You need to download it and copy folders FirstPerson and FirstPersonBP into ‘Content’ folder in your FPS example project
  2. Start the game with Alt+P hotkey
  3. Find and open Animation Blueprint ‘FirstPerson_AnimBP’
  4. Get into AnimGrpaph to the state ‘TestState’ and select right animation instance in ‘Debug Filter’ window. Will looks like

  1. Now press once Q button to start Slow Motion (set world dilation time to 0.1)
  2. Than press and hold Right mouse button and ‘Idle’ animation state will slowly changed to ‘JumpStart’. When ‘JumpStart’ played whole animation (really slowly) state will changed to ‘JumpLoop’.
  3. Being in animation state ‘JumpLoop’ release Right mouse button and state will changed to ‘JumpStartWithNegPlayrate’ but then immidiately will forget condition and begin blending into ‘Idle’ animation state.


Little preview


[1]:https://drive.google.com/file/d/0ByaHD0W1hRtVQzF5V1Qzem1wbkU/view?usp=sharing

Thanks for the breakdown. I was able to repro and then got it happening in my test project. Apparently I was not using a case where it was obvious in my last test.

I’ve tested and entered UE-42071. Thanks for following through on the repro case.

The fix for UE-42071 solved the bug in “Get Relevant Anim Time Remaining”; however, in 4.20.3, “Get Relevant Anim Time Remaining Fraction” is still broken.

The highlighted node successfully enters the transition, but the node below does not. I’m guessing this was just missed when fixing UE-42071.