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Character swap blueprint, animations not working.

Hello!

I'm working on my first Unreal Engine project for a school assignment. I have very little experience and have to learn everything on my own, and I am currently stuck. I created a blueprint to change character when you push q or e. There are in total 3 different characters with different blueprints and actions. At the moment, the animations only work on the main character. When I swap character, the custom animations of the other two do not work, they just kind of slide. The only animations that work are the idles.

I think the issue is somewhere with the animation blueprints, because I tried using the default Unreal character mesh with it animation blueprint, and it works fine. I don't have anything in the event graph of any of the 3 animation blueprints, so I'm wondering if there was something I would have to set up there. I only have an idle to run transition set up in the generic state for all of my characters.

I'm really new to all this and would appreciate any type of help. Thanks!

I will post the picture of the blueprint I made for the character swap.

If you need any more information, feel free to ask, I'm kind of desperate here, haha alt textalt text

Product Version: UE 4.18
Tags:
blueprint.png (180.9 kB)
capture2.png (148.0 kB)
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asked May 09 '18 at 05:29 PM in Blueprint Scripting

avatar image

anathema3
15 1 2 7

avatar image rioratt99 May 09 '18 at 05:42 PM

Are all your characters sharing the same skeleton?

avatar image anathema3 May 09 '18 at 05:44 PM

No, they are completely different mesh, skeletons, blueprints, animations, etc.. To be more specific, the main one is a wolf, then the two others are an otter and an owl.

avatar image rioratt99 May 09 '18 at 06:07 PM

Sounds like you need to setup the animation BPs for the other 2 characters up like you have the original character.

avatar image anathema3 May 09 '18 at 06:08 PM

By original character, do you mean the Unreal mannequin?

avatar image rioratt99 May 09 '18 at 06:30 PM

So the wolf should have be a skeletel mesh with a skeleton. Then there should be animations that use that same skeleton for the wolf. Then there should be an animation BP that works for that skeleton also. That same setup should for for owl and seal using all there own skeleton, animations, and anim bps. Then in the animation BP for each should be setup how you want it to work. There may be an issue with the switching. First I would test it by setting my mesh in your character bp to the wolf and the anim bp to the wolf anim bp. In the anim bp i would just use an idle animation for testing. If that works try the same with the owl and seal. Then you know its a problem with the switching.

avatar image anathema3 May 09 '18 at 06:37 PM

They already have the same animation bps. The only difference is that the owl has a flying function. If I test the switching with only the wolf, it works fine.

avatar image rioratt99 May 09 '18 at 06:43 PM

What switches to wolf? In you character bp you have unreal mannequin as default mesh? Then you switch to wolf and that works?

avatar image rioratt99 May 09 '18 at 06:44 PM

Do all your animations BPs cast to your character?

avatar image anathema3 May 09 '18 at 06:45 PM

The default mesh is the wolf. If I make it switch to the unreal mannequin or the wolf again, it works, but not the otter or owl.

avatar image rioratt99 May 09 '18 at 06:47 PM

Does the mesh also not change to the owl or seal or just the animations dont work?

avatar image anathema3 May 09 '18 at 06:49 PM

Just the animations. It changes mesh and the idles works, but the other animations don't. The run, jump, attack and fly animations all don't work.

avatar image rioratt99 May 09 '18 at 06:57 PM

Ok so wolf starts off and the all his animations work. Then you switch to owl and the mesh changes but the animations dont work for it. In your anim bp for the owl for instance does it cast to your character bp ?

avatar image rioratt99 May 09 '18 at 07:06 PM

Go to your Animations BP for the Owl and Post a pic of the event graph and animation graph. Do the same for your wolf.

avatar image rioratt99 May 09 '18 at 07:01 PM

Go to your Animations BP for the Owl and Post a pic of the event graph and animation graph. Do the same for your wolf.

avatar image anathema3 May 09 '18 at 07:08 PM

alt text The even graphs are empty, I never learned how to use that part of the animation blueprints.

avatar image rioratt99 May 09 '18 at 07:10 PM

OK what does the wolf event graph look like in the anim BP?

avatar image anathema3 May 09 '18 at 07:11 PM

It has nothing

avatar image rioratt99 May 09 '18 at 07:14 PM

Does your wolf run animation work? In the generic state you see those transitions symbols? double click on those and see what bool is need to make the transition work

avatar image rioratt99 May 09 '18 at 07:18 PM

I see it its can wolf run bool. Does your wolf run animation work?

avatar image anathema3 May 09 '18 at 07:25 PM

yes it does

avatar image anathema3 May 09 '18 at 07:19 PM

The wolf can run. If I use my characters separately, they all work fine, with animations and everything. It's only the owl and otter who don't work when I try to do the switch from the wolf.

alt text

wolf-run.png (569.1 kB)
avatar image rioratt99 May 09 '18 at 07:24 PM

Ok what is setting that bool true or false? right click on the bool and find references.

avatar image anathema3 May 09 '18 at 07:26 PM

This? alt text

wolf-reference.png (555.5 kB)
avatar image rioratt99 May 09 '18 at 07:29 PM

no look for references of the wolf can walk bool

avatar image rioratt99 May 09 '18 at 07:30 PM

If it finds nothing the choose the binoculars to the right and look in other bps. Something should be setting the bool true when moving and false when not moving.

avatar image anathema3 May 09 '18 at 07:31 PM

alt text

avatar image anathema3 May 09 '18 at 07:35 PM

alt text

avatar image rioratt99 May 09 '18 at 07:57 PM

Ok where are you doing the switch event?

avatar image anathema3 May 09 '18 at 07:59 PM

The switch blueprints are in the Wolf's character blueprint

avatar image rioratt99 May 09 '18 at 08:02 PM

Ok so you get the others working by switching your default characters to them. So instead of wolf being your defualt character you change it to owl and he works.

avatar image anathema3 May 09 '18 at 08:03 PM

Yeah, exactly

avatar image rioratt99 May 09 '18 at 08:08 PM

I know what your problem is. What you need to do is see how the wolf character is setting that bool true and false. Most likely it finds velocity of the character to make sure its moving then it cast to the anim bp and sets the bool wolf can run to true. Or simple as if movement is added it sets that bool to true. In the owl and seal it will have similar setup.

avatar image rioratt99 May 09 '18 at 08:11 PM

Send me a pic of that cast

avatar image anathema3 May 09 '18 at 08:12 PM

I'm not quite sure I understand. A picture of the owl and otter bool references?

avatar image rioratt99 May 09 '18 at 08:20 PM

In your wolf character bp. Where it sets wolfcanwalk bool

avatar image anathema3 May 09 '18 at 08:22 PM

alt text

wolf-bool.png (409.9 kB)
avatar image rioratt99 May 09 '18 at 08:26 PM

Ok for a temp fix what you can do is on cast failed do another cast but to the owl. Then from that set the owls bool probably called owl can walk the same way that the wolf is setup. Then from that cast failed on the owl do a cast to the seal and do the same thing. Let me draw you a picture. This isnt the ideal fix but it will work. And may help you understand the process.

avatar image rioratt99 May 09 '18 at 08:34 PM

alt text

wolfowl.png (55.6 kB)
avatar image anathema3 May 09 '18 at 08:37 PM

It works for the running! But the attack, jump, and flying still don't.

avatar image rioratt99 May 09 '18 at 08:38 PM

The same process will work for those. You find out where it cast to the wolf and do the same for the owl and seal like you did above.

avatar image anathema3 May 09 '18 at 08:40 PM

For those actions, I didn't use the anim BP, only the character blueprints. And the flying only applies to the owl. Will it still work?

avatar image rioratt99 May 09 '18 at 08:46 PM

You will have to copy over those events and functions into your wolf bp.

avatar image rioratt99 May 09 '18 at 08:48 PM

So go into your owl bp and see what is needed. Then create the same events by copy and pasting into your wolf character. If you have any broken variables right click them and select create variable. If there are functions you will need to recreate those in the wolf bp also

avatar image rioratt99 May 09 '18 at 08:49 PM

If they share some events then you will need to cast and see which anim bp is currently loaded and if cast true then run that animals version of that event if failed check the next animal so on and so forth

avatar image anathema3 May 09 '18 at 08:55 PM

I didn't create specific anim blueprints for them. This is how I set up the jump for example in the character blueprints. I'm assuming I'll have to start over and create the actions in the anim blueprint?

avatar image rioratt99 May 09 '18 at 09:01 PM

No, send a pic how you have jump setup.

avatar image anathema3 May 09 '18 at 09:03 PM

alt text

jump.png (366.0 kB)
avatar image rioratt99 May 09 '18 at 10:30 PM

What you could do there is get anim instance cast to wolf ABP if Good play that jump anim. If failed then cast to owl, if good play owl jump, if failed cast to seal, if Good play seal jump

avatar image rioratt99 May 09 '18 at 10:33 PM

None of these solutions are ideal but it should teach what is going on with this stuff. Really you can be setting bools in your character BP. Then on your update node in the Animationa BP you can “try and get owner” cast to your character and retrieve the bools there to set the correct bools in your animation BP.

avatar image anathema3 May 09 '18 at 10:33 PM

I ended up being able to do it. I think did pretty much what you just said. I just have the flying left, which is a bit harder, because currently the otter and wolf can also fly now, which I do not want.

avatar image rioratt99 May 09 '18 at 10:38 PM

Well you would only cast to owl on the that event since the others don’t need it.

avatar image rioratt99 May 09 '18 at 10:40 PM

So Fly event>Get anim BP cast to owl>if good run actions if fail do nothing.

avatar image anathema3 May 09 '18 at 10:41 PM

But if I don't put the flying in the wolf's blueprint, the flying doesn't work on the owl

avatar image rioratt99 May 09 '18 at 10:44 PM

Send a pic of your flying event

avatar image anathema3 May 09 '18 at 10:46 PM

alt text

flying.png (318.7 kB)
avatar image rioratt99 May 09 '18 at 10:49 PM

Right before the flip. Get anim instance cast to owl abp. If Good run the flip. So it will only do the flying movement change if the the owl is the current mesh and animation blueprint.

avatar image anathema3 May 09 '18 at 11:05 PM

Thank you so much! I'm very grateful that you took this much time to help me. I am very grateful! :)

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You’re welcome! Glad I could help!! I was beginner once too and remember how daunting this stuff can be. Just Incase anyone has similar issues look above for the answer. Basically just needed to do some cast to determine the correct anim BP was getting the needed variables set.

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answered May 09 '18 at 11:25 PM

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rioratt99
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