[Possible Bug] AnimBlueprint State event not firing when transitioning to Entry state
We're having a situation where we want to call a Blueprint Event when entering and exiting a State. In the image above you can see that the Moving state has an Entered and Left State Event. For some reason these events do not fire when Moving transition to Idle when Idle is the entry point. All other state transitions work.
If I switch the Entry point to start at Moving, without any other changes, the events fire flawlessly.
Note that the transition to Idle do happen. The idle animations are playing. It is only the events that do not fire.
In short: Enter/Left State Events do not fire when they are defined in a non Entry state and this state transitions to an Entry state.
asked Jun 17 '14 at 02:39 PM in Bug Reports
Based on your comments about the setup, this seems like expected behavior. If the bool "Is MOving" is tied to the moving state's Transition Rule then it could become locked into a state. Typically we do not expose variables that are involved with animations, as they are altered dynamically by input changes from controllers/environments.
Animation BP values are not really designed to be set manually like that when already playing. Is there a reason you would need to set it in the details panel at runtime or was this found during testing?
answered Jun 17 '14 at 08:36 PM
Alexander Paschall ♦♦ STAFF
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