So after my character dies, plays a death animation montage, the blendspace goes back to the idle animation.
How can i prevent that? Or how can i disable the Blendspace/StateMachine or Locomotion? Thanks.
So after my character dies, plays a death animation montage, the blendspace goes back to the idle animation.
How can i prevent that? Or how can i disable the Blendspace/StateMachine or Locomotion? Thanks.
Hi,
You can add a loop to the death animation montage (preferrably towards the end) so that it keeps looping until you do a reset. This would make sure that the death montage is still overriding the blendspace/state machine source for the montage slot.
The reset would include :
regards,
That looks like the intended behavior, just to be clear what behavior do you want to achieve ?
Hmm, the moment i stop the montage, the blendspace takes over, even when there is a delay or i destroy movement component.
Call Montage_Pause, not ‘stop’. From my call to “Montage Play” I attached the Return value to a Delay node, and the delay node to “Montage_Pause”. Worked like a charm.
Okay, if you add in Deactivate Mesh, then followed by a Delay, it works.
Found another variant: you just could untick the option in Animation Montage - Enable Auto Blend Out.
@mousesanya Perfect! Thank you!
Works in UE 5.3.