Player Animation activation breaks after enabling player input
So I have a countdown timer in my game, which counts down from 3 to 0, After which I enable the players input. I Found there is a peculiar glitch, if you hold down moving in any direction before the input is enabled; the animation for walking in that direction won't fire anymore after movement is enabled. This only happens when you try to move (continuously) in any direction before the input is enabled.
I tried adding an "is valid" check in to my animation blueprint, that didn't work. I also tried activating a boolean when the input is enabled and disabling on disable input, that also didn't fix the issue.
asked Jul 24 '17 at 12:17 PM in Blueprint Scripting
Ok, It seems my movement activation was not setup correctly, However, it was an easy fix.
Here is what it looked like:
and here is what it looks like now:
answered Jul 24 '17 at 02:43 PM
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