x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Bug: Montage End Fires Prematurely on Client

Hello guys,

I have some fairly simple logic to run animations. I run them from C++, and when the animation ends, I like to run a simple function to set some variables.

It looks roughly like this:

 character->GetMesh()->GetAnimInstance()->Montage_Play(animName, speed);
     
 FOnMontageEnded MontageBlendOutDelegate;    
 MontageBlendOutDelegate.BindUObject(this, &UCharacterAnimationManager::AnimationEnded);
 
 character->GetMesh()->GetAnimInstance()->Montage_SetEndDelegate(MontageBlendOutDelegate);

Although this is a minor simplification for ease of reading.

This does play the animation fine. On the server, the animation plays as expected - if I put a breakpoint in the AnimationEnded function then it occurs when expected (that is, after the animation has ended) - on the client however, the same logic doesn't take place - the animation plays as expected, but the AnimationEnded function is immediately called at the same time as play, despite the animation clearly not being finished with.

Is this a bug, or am I missing something in the implementation?

Product Version: UE 4.19
Tags:
more ▼

asked May 10 '18 at 12:01 AM in C++ Programming

avatar image

Mesothere
78 7 20 24

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I ran into a similar issue when using the Is Any Montage Playing blueprint node. It seems like UE considers the Montage to be over once it has entered it's blend out phase which defaults to 0.25 seconds.

more ▼

answered May 11 '18 at 02:43 AM

avatar image

Zeetu
41 1 3

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question