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Identical animation-blend set ups. One works, the other does not. Can't figure out why.

I have set up a state machine to have a sword swing animation blended with running animation successfully. However, while attempting to do so with a spell-casting animation, the casting half of the animation blend simply does not play in-game. The preview works. The nodes in the event tree have an identical set up, as well as identical transition conditions, with the appropriate variables allocated. The running half of the animation, and the spell effects/projectile work in-game. As a test. I swapped the sword swing and casting animation within the Sword state, and the blend worked as intended. Ruling out the animation itself. I cannot seem to figure out what is wrong with the new state I've tried to create, as everything seems to be identical. Yet only one functions.

![Event_Graph][1][1]: https://imgur.com/tPtALof
![Working_Blend][2][2]: https://imgur.com/RgVHwhR
![Character_BP][3][3]: https://imgur.com/UD1N8tV
![Broken_Blend][4][4]: https://imgur.com/XwNKRvV

Product Version: UE 4.21
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asked Jan 25 '19 at 04:42 PM in Blueprint Scripting

avatar image

HorizonFire
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avatar image Tuerer Jan 25 '19 at 07:00 PM

What is the condition for swing/cast animation end? If you set the remaining time by absolute number of seconds and not by ratio, and swing/cast animation lengths are different, it may cause the transition to occur earlier, when animation is not yet over.

avatar image HorizonFire Jan 25 '19 at 07:49 PM

I use ratio for specifically this reason.

It appears that within the Character BP, having no delay node between the Set Is_Casting = True and Set Is_Casting = False nodes cased them to swap too fast for the state machine to respond to. Adding a 0.1 sec delay fixed the issue in this specific case.

avatar image HorizonFire Jan 25 '19 at 07:53 PM

I wonder if this is intended behavior.

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