Jump attack montage problem
So when I do the jump its standard setup - If Jump do jump start anim -> time remaining ratio .2 go to jump Idle anim -> on land do jump end anim...
But if I play a montage for attack in the air during either Jump start or Jump idle After it finishes the attack montage - the Jump START anim restarts over again - making my character do a jump anim in the air rather than picking up at the time remaining ratio -
What I'd like to have happen is - after the attack montage - character goes to JumpIdle or falling anim
Also - if I do an attack right before landing it totally skips the Land animation - I would like to be able to over-ride the attack with a land anim...
asked Apr 04 '17 at 08:26 PM in Blueprint Scripting
I recently encountered something very similar.
The issue (for me), was that when the montage finished playing, the Anim StateMachine kicked out and re-entered.
Epic is discussing, as it has to do with relevancy logic they tweaked since 4.12, but there is no solution as yet.
My "workaround" was to create a state node upon entry in to the LocoMotion graph. This node has no animation information assigned to it. From this entry node, it has rules that branch out to my various states my player could have been in when it kicked out. This way, the statemachine can "return" to the proper state in the event it kicks out and re-enters.
Tedious? YES. But it works until a better solution is presented.
answered Apr 05 '17 at 02:47 PM
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