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.

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!

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

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!