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"

Set AnimInstance Class Causes T-Pose for one frame


I Have a project with too many animation cases for a single animation blueprint to be able to hold them all. So I planned to use different animation blueprints entirely for different cases (Such as all the animations that may be associated with riding a mount). But When switching between animation blueprints using the Set AnimInstance Class, there is a single frame where the character is returned to T-pose before the animation blueprint actually takes over.


  • I have already tested this using nothing but the Unreal Engine sample content, the Owen Character and the Jumping Jacks Animation (See Graph below) alt text

  • It seems no matter what I do, there is always a skip back to T-pose for what seems like only a single frame any time I use the Set AnimInstance Class Node.


  • Is this expected behavior? Why?

  • Is there any way around this so that I can set a new animBP and not get the sudden jerk to T-pose?

  • Is there some setting I'm missing somewhere that would force the AnimBP to be 'ready' before actually rendering the frame?

  • Is it possible to 'pre-warm' an anim instance before setting it to a character to avoid the T-pose?

I'm not even sure if this is something I'm doing wrong, a limitation with the way the engine works or an outright bug.

Thanks in advance for any help on this matter!

---Edited for clarity and narrowing down of the actual issue I'm looking for help with

Product Version: UE 4.19
supersimple.png (123.5 kB)
more ▼

asked May 12 '18 at 02:04 AM in Blueprint Scripting

avatar image

6 1 2 2

avatar image Threshold Seven Dec 23 '18 at 01:16 AM

I'm having the exact same issue. This was not happening in 4.11 but when I upgraded to 4.19 I'm now getting this glitch without changing anything. I didn't notice it until I had upgraded through all version from 4.11 to 4.19 so I'm not sure which version this bug occurs in. It NEVER happened in 4.11, but happens EVERY TIME in 4.19. I'm trying to find a work around but that 1 Tpose frame will not go away when setting the anim instance no matter what I do. This is either a bug or there is some toggle that now needs to be checked or something. It may be an issue with the animation and skeletons themselves caused by updating a project to new versions of UE4 because some of my other animations are acting wonky after upgrading versions. I'm thinking about going back to 4.15 because that is that last version that had a feature I absolutely need....

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

1 answer: sort voted first

I personally resolved this problem by making sure the "Set Anim Instance Class" node was being fired by an input event, instead of an animation notify, which is what I was originally doing. However, I feel that was a weak band-aid solution that would break easily.


I haven't revisited this personally as I've had other priorities on my projects lately, but I will be looking into the Actor Ticking Documentation because I believe the T-pose for a frame is the result of the SkeletalMeshComponent updating before the AnimInstance has a pose to give it. Someone can correct me if I'm wrong, but maybe it'll give a direction for people with a similar issue to look.

more ▼

answered Jan 04 '19 at 10:30 PM

avatar image

6 1 2 2

(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