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SkeletalMesh signals animation is done before its has finished


So I have a SkeletalMeshActor that has only two animations, which are 11 frames. I'm checking in the Tick function for the end of the animation with GetSingleAnimInstance()->IsPlaying(). The call is returning false too early as the animation is only a few frames in.

The reason this is an issue is because I'm turning off the SkeletalMesh's Tick after the animation returns that it is finished. This is causing an issue as the mesh will stop on part way through the animation.

More details: - The frame that the InstanceNode returns "not playing" is not always the same - The animation sometimes finishes properly and returns the IsPlaying() call at the correct time.

Any ideas of what could be the issue?

Product Version: UE 4.17
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asked Oct 06 '17 at 07:52 PM in Using UE4

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