In the blue circle there are the errors that will result if following the entire tutorial “Setting Up Character Movement in Blueprints” (available at: https://docs.unrealengine.com/en-US/…nts/index.html) with the settings above.
These are the errors after pressing “Play and Stop”:
“Target Crouch Pressed” “Target Jog Pressed” “Target Prone Pressed” can’t be found in the new Unreal Engine version (4.24.3), but “Target Crouch Pressed” can be found and applied to the graph, as shown below:
I don’t know what provokes the problems [If “Play” is pressed, the Character will only Idle, except when “Jump” is pressed (it will walk). No other animations are visible if the Blueprints are compiled and saved and “Play” is pressed].
In the last image, you’re “self-setting” IsCrouching, IsJogging and IsProne, which means these variables aren’t changing, and therefore, no transition to other animation states.
Your cast is wrong. The cast should be to your character BP (then one you created) and not the “Character”. Change the cast, and you will be able to find those variable (CrouchPressed, …).
Hi. I will explain in a language everyone can understand. since there are people who doesn’t understand the word help.
The Jump pressed is already created by The Engine.
The others you have to create.
Go to your Character BP and create the IsJogging, IsProne, IsCrouching bools in the left side then you should have those nodes available to you but make sure you choose the set IsJogged under Default Menu when Searching.
If he followed the turorial, then the problem is as @EvilCleric said, the CAST. He casted Try Get Pawn Owner to CHARACTER and not MYCHARACTER. and therefore, he can create all the variables he want in MYCHARACTER, but as long he doesn’t cast to MYCHARACTER, these variables will just keep not appearing.
There is a problem with the Cast, I can’t seem to Cast To MyCharacter (the Blueprint);
When I try to use the node Cast To MyCharacter in the Event Graph of the Animation Blueprint, I get no results:
This is why I used the node Cast To Character, because I didn’t find what needed, and thought it was the same but under similar name (I thought it had changed after updates). Instead, that’s not the case, and so the question is: How do I use the node Cast To MyCharacter into MyAnimationBlueprint?
For the warnings, you can go to the “Class Settings” and uncheck “Use Multi Threaded Animation Update”. However, this is will not solve the “Accessed None” error. So, to solve both the warnings and the errors, you will have to change a few things.
For example:
For the* jog_bs to crouch_bs (rule)*:
create a new bool variable, IsCPressed;
in the transition rule, replace the *GetPlayerController *and WasInputKeyJustPressed, with just IsCPressed
Made a little mistake in a connection. The connection between the nodes IsValid and IsInAir, should be from “Is Valid” output pin and not from “Is Not Valid” pin.
Ah, funny! Now, it gives no errors. Compliments to you
For me, it didn’t work (no walking, no running, no prone animations) so I will have to restart it all over. Thanks to those who helped me go through these problems, the web will remember you for this help @anonymous_user_bd0928d9@EvilCleric@NeoKaan