Character switching to t-pose for single frames

Hello,

I just upgraded to 4.15.1 and I found a weird issue: when standing in idle with my character, the animation plays normally, but sometimes (seems to be random) my character switches to t-pose and back for one frame. Sometimes this “flickers” for a few seconds and then not anymore for minutes. Does anyone know this problem and has a solution for me?
Would really appreciate this, as I searched all my blueprints and did not find an error!

Thanks in advance :slight_smile:

Hi Tibon,

A little more insight into how you have your character, AnimBP setup, blendspaces, etc would really help in debugging this issue. Is it just the standard 3rd person template character that you’re seeing this with?

Hi Tibon,

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, sorry for the late answer. We’ve not found the bug yet, but it seems to depend on the map you are playing on and maybe the pc, too. I think there is not much left from the standard third person character, since we made an own animBP, multiple characters, that inherit from the thirdpersoncharacter and also an other player controller. So there are lots of possiblities. I tried all the different characters, from the most simple one to the most complex and it seems to happen with all of them, so i think it’s not a characters fault.
Maybe it’s the anim BP but I have no idea on how to find, where the bug is hiding.
What could also be helpful is, that it seems to only happen when in idle. Idle state is also a single state, so no blendspace to jogging.

Thanks for you help!

Hey Tibon,

Are you familiar with the debug filter in Blueprints and AnimBPs? I’d suggest you play in editor and switch the debug filter to show your active character. This way you can see exactly what’s happening throughout the event and anim graphs. I’d suggest also using the “Watch Variable” feature by right clicking on a pin and selecting “Watch”. If you’re doing that already, we can dig in further.

If it’s only in Idle, I’d concentrate on the locomotion state machine, if that’s how you have yours set up. Most people have a base locomotion and build from there.

Hey ,

yes that’s right, I use a locomotion system, but I have 13 states, instead of the standard 4 or 5. As far as I know, there is nothing visible when using the debug filter…I think there should be a change or something when it happens, right?
I did not use the watch variable function yet, because I don’t know on which variable to use. Do you have any suggestions, how I could guess the right one?

Hey Tibon,

At this point, it might be best to get an example project. You can migrate your character over to a blank project or send me the whole thing, but you’ll need to PM me a download link on the forums if you want to keep it private.

Hey, thanks for your answer again. I solved the problem: it was because of a SetMasterPose I used on tick. Don’t know why, but I had to do this some time ago, because it didn’t work when using only on init. But that solved it for me :slight_smile: