Sub anim instance input pin does not appear

To reproduce:

  1. Create a new ThirdPersonProject.
  2. Create two Animation Blueprints based off UE4_Mannequin_Skepeton, ‘AnimBP1’ and ‘AnimBP2’
  3. In AnimBP1, create a Sub Anim Instance node, choosing AnimBP2 as the target class, and link to the Final Animation Pose.
  4. In AnimBP2, create a Sub-Graph Input node and link to the Final Animation Pose.

Expected: the Sub Anim Instance node in AnimBP1 would gain an in pose.

Actual: the Sub Anim Instance node does not change. In order to make the in pose visible, the instance class must be changed and changed back.

Hi,

Regarding step 2 when you say “based off”, are you creating a child of the original AnimBp, 2 new ones, or copying it, etc.? If you could also post a screenshot of your Blueprints I can take a better look at the issue.

-Thank you

Hi Ridley,

By ‘based off’, I meant to use UE4_Mannequin_Skeleton as the ‘Target Skeleton’ for the animation blueprints.

I have attached screenshots as requested.

Hi Ridley,

I am not trying to get a pose. The issue I’m trying to point out is in the editor. I have added a red box to the images to try to make this clearer.

Hi,

I’ve taken another look a the issue and am unable to reproduce what you are seeing. I’ve posted a screenshot below. However, the Sub-Graph Input is necessary to have set up in order to get the in pose to show up.

-Thank you

Hi Ridley,

When I followed the steps in the order listed (note that order is important) the ‘in pose’ pin did not appear.

Hi,

I’ve gone ahead and logged it as a bug. If you disconnect the nodes for the Sub Anim Instance < Delete it < re-add it and attach it to the Final Animation Pose < Compile, it should get the pin to appear if you needed a workaround. If you would like to keep an eye on the logged issue, you can do so here in our public tracker.

-Thank you

Hi,

I’ve taken a look at the issue and followed the repro steps provided but am unable to see any behavior that isn’t intended. I’ve linked some information below on how to set up the anim Blueprints in order to get the pose it sounds like you are looking for. This would use the FABRIK node. If you can give some more details on what you are expecting versus the behavior you are seeing, I can take another look at it.

-Thank you

Documentation

The Answer is, go to the in pose input not showing anim bp, (the in pose input which belongs to the anim bp) in that anim bp the starting sequence must start with sub graph not default state machine or likte that. This anim bp (starts with sub graph) is not a complete anim bp it does some part of the main anim bp which we are willing use the sub anim instance node. Compile the anim bp go to the main anim bp. This time u will see the in pose is visible.