I have a door blueprint nested in another blueprint for rooms, the doors are activate on button press and the doors are lining a corridor. When I go down the corridor opening all the doors sometimes a door starts a open/close loop (which none of my animations are set to loop).
I have a theory, I have an “and” condition of if button press and if time remaining is .1, than the graph can enter the next transition. I think I’m hitting the next door within that .1 time frame and it’s some how causing the previous door to activate again throwing it into a loop.
I’ll post pictures of my graphs if need, but not near a computer right now.
I want the player not to be able to activate the door again until its fully closed or fully open, so I think I need the animation blueprint with time remaining.
It loops because there is no reason to remain in the “Nothing” state.
If the door is close and you press “F” and release it, then it will transition to “Open” and then what? How can it go back to “Nothing” if there is no transition.
Then you press “F” again and release it, and you jump to the “Close” state. But then what? It can only transition of “Nothing” if you keep pressing “F”, but since the transition is so fast, you transition to “Open” again. It’s piratically impossible to get and stay in “Nothing”.
Your machine state should be something like this:
To open and close a door, seems something simple but it’s not. It requires a lot more checks that just “doorOpen” and when animation is over.
That’s why people don’t use animation for these kind of stuff and use Timelines instead.