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'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
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.
answered Jan 04 '19 at 10:30 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here