Blendspace animation don't show animation in game

Hi,

I’m new with the U4Engine and make a tut on YT. But what I do is tried the whole evening to fix and solve the problem that my character don’t show the moving animation. Please find the necessary Screenshots as attachment. The tut works first time I did it it works but then the engine crashed and I can’t handle the list of errors in the message log after, so I did all again…

Someone can help me?

The part with the “Cast1hand” is not neccessary.

Thanks a lot!

The other one is correct too

In Blendspace all works finest

Can you go into your Character blueprint and check that the Animation Blueprint has been assigned to the Mesh Component?

Everything in your Animation Blueprint looks fine so I think it may be that you missed assigning the Animation Blueprint when you re-did all the previous steps.

Hi Miroac,

Thanks for answer. I did it but still don’t work. The character just use her “idle position” for walking/running when i move her.

Please find attached screen. Any further idea?

Thanks a lot.

Ok so one issue I now see is that you are using Vector Length Squared and not Vector Length.

I’ve attached a screen below you show which you should use:

In order to debug you can see how I am using a print string to print the speed value? Can you insert that after you set your speed? It is a quick easy way to test to ensure your animation blueprint is event reaching that stage of the animation blueprint.

If it isn’t printing a result, keep back tracking with a simple print string of “hello” until you find where the animation blueprint stops proceeding.

I haven’t got something open to test it but I think that because you are using “VectorLengthSquared” the value is so high it is playing havoc on your blendspace.

Thank you for draw my attention to this little mistake. While I’m trying everything I also checked with print string if Speed was executed and wondered about the value of about 36000 (600x600) but was too tired for wondering a lot.

Finally I find the mistake. I said the part with the cast1hand wouldn’t be necessary but there was the problem:

The Boolean wasn’t set at this step. I didn’t checked it out all the time… So the boolean wasn’t set and it want all time while walking starting the casting animation but the other way (boolean empty too but in this case correct) it wants to also stop it. I found out the way to there that while I run and then cast sometimes the walking/running animation works. Don’t know why. But now it works :slight_smile:

Thanks a lot. It wasn’t the mistake with the Vector Length Square but I know without your support I wouldn’t find any hope to solve it :slight_smile: