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Spawn in T-pose than play animation.


I making enemies that spawn on ground, but animation(not root) makes them fall from sky. So in runtime when they spawn, they spawning in T-pose for one tick and then playing montage. It look pretty ugly, so I need to ask you for solution.

  • I making anims in blender and exporting in fbx

  • Animation begins at frame 0 and don't begins with t-pose, begins with "in sky" position

  • Actors forced to play anim montage right after Begin play node.

  • blend in and out is 0.1, playing with blend time do not helps.

  • actors controlled by animation blueprint.

Don't now what to do, but I hope we'll find out solution.

Product Version: UE 4.19
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asked Jun 21 '18 at 08:07 PM in Blueprint Scripting

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avatar image Ghostblades Jul 11 '18 at 09:28 PM

I also just posted about this -


Let me know if you have figured it out (sorry I don't have an answer myself) but at least you're not alone :)

avatar image Evan.Doody Jul 11 '18 at 10:04 PM

I'm only seeing this very slightly, and sadly I don't have a perfect answer for you, but you could have the actors mesh be hidden by default and then have a very brief delay under their begin play event that enables their visibility. Just an idea for a work around ...

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I may have found a solution...try switching that setting to always tick pose and refresh bones... on your skeletal mesh component...I think that fixed it for me...I no longer see the popping...from T pose

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answered Jul 11 '18 at 10:02 PM

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avatar image clydhi Aug 19 '18 at 11:40 AM

It works good, thank you so much!

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