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Reload Animation not Triggering

I have modified the "ShooterGame" to be a third person shooter. So far it was gone really well, everything is working great. I am having difficulty getting the "HeroTPP Reload" animation to work.

alt text

I currently have my player pawn set up like this. I set the Mesh to "HeroTPP" and under Mesh set the Reload animation to "HeroTPP_RifleReload" I know this is a good animation.

Here is my code for initiating my character. Sorry in advance for the wall of text.

 AShooterCharacter::AShooterCharacter(const class FPostConstructInitializeProperties& PCIP) 
     : Super(PCIP.SetDefaultSubobjectClass<UShooterCharacterMovement>(ACharacter::CharacterMovementComponentName))
 {
     Mesh1P = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("PawnMesh1P"));
     Mesh1P->AttachParent = CapsuleComponent;
     Mesh1P->bOnlyOwnerSee = true;
     Mesh1P->bOwnerNoSee = false;
     Mesh1P->bCastDynamicShadow = false;
     Mesh1P->bReceivesDecals = false;
     Mesh1P->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered;
     Mesh1P->PrimaryComponentTick.TickGroup = TG_PrePhysics;
     Mesh1P->bChartDistanceFactor = false;
     Mesh1P->SetCollisionObjectType(ECC_Pawn);
     Mesh1P->SetCollisionEnabled(ECollisionEnabled::NoCollision);
     Mesh1P->SetCollisionResponseToAllChannels(ECR_Ignore);
 
     Mesh->bOnlyOwnerSee = false;
     Mesh->bOwnerNoSee = true;
     Mesh->bReceivesDecals = false;
     Mesh->SetCollisionObjectType(ECC_Pawn);
     Mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
     Mesh->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Block);
     Mesh->SetCollisionResponseToChannel(COLLISION_PROJECTILE, ECR_Block);
     Mesh->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
 
     CapsuleComponent->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);
     CapsuleComponent->SetCollisionResponseToChannel(COLLISION_PROJECTILE, ECR_Block);
     CapsuleComponent->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Ignore);
 
     CharacterMovement->GravityScale = 1.5f;
     CharacterMovement->AirControl = 0.1f;
 
     bUseControllerRotationPitch = false;
     bUseControllerRotationYaw = true;
     bUseControllerRotationRoll = false;
 
     CameraBoom = PCIP.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
     CameraBoom->AttachTo(RootComponent);
     CameraBoom->TargetArmLength = 150.0f;
     CameraBoom->SocketOffset = FVector(0.0f, 50.0f, 50.0f);
     CameraBoom->bUseControllerViewRotation = true;
 
     FollowCamera = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FollowCamera"));
     FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName);
     FollowCamera->bUseControllerViewRotation = false;
 
     TargetingSpeedModifier = 0.8f;
     bIsTargeting = false;
     RunningSpeedModifier = 1.5f;
     bWantsToRun = false;
     bWantsToFire = false;
     LowHealthPercentage = 0.5f;
 
     BaseTurnRate = 45.f;
     BaseLookUpRate = 45.f;
 }


Thanks for the help!

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asked Aug 07 '14 at 02:24 AM in Using UE4

avatar image

Janyx
492 66 64 211

avatar image Duncan Dam Aug 07 '14 at 03:29 AM

Do your reload animation is Animation Montage, and have Slot Name, as it's in Third person animation blueprint ?

avatar image Janyx Aug 09 '14 at 08:08 PM

The reload is a montage, I have a slot name, and yes its Third person blueprint. Haven't solved it yet but currently cleaning up a lot of code... will keep you all posted!

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