I have a transition rule that allows access to an animation state regardless of the value of the variable controlling access. Below are the details:
Intended Flow = JUMP PREP includes animation that builds up before jump, then → JUMPING which is a jump animation including 4 seconds of falling. Then either → Landing animation state OR → Falling Loop (if jumping animation finishes still without landing). A TRANSITION Fires a custom event that sets IsJumping Variable to TRUE on entering the Jumping state.
The only ACTIVE Transition rule that comes into the Falling Loop state comes from JUMPING (the other is disabled for sure [hardcoded to false]). The rule having problems you can see in the next image is:
IsFalling = TRUE -AND- IsJumping variable IS NOT TRUE….
I am printing the value of IsJumping to the screen through a Start Transition Event that only fires when this transaction is taken. The current value of IsJumping is showing up as TRUE, but the transition is occurring anyway.
So after much debugging I decided to simply change the Transition RULE in case it is somehow getting the variable value before the screen printing, when the value is false. So I changed the transition rule to:
IsFalling = True AND IsJumping = True
The problem is that it still executes the Falling Loop either way… That should be impossible! On printing the IsJumping value is always showing as True. However, I can set the transition rule to check that variable is True then again to check if it is False and it always executes either way.
Is has to be a bug, right? If not, what could it possibly be?
P.S. I can’t use another flow as a work around because the jump action movement takes place in the Character BP but I am driving the other animation movements via root motion. The anims will follow the Jump movement properly if activated after the Jump function, but if the animation is called before the jump action the root motion jump animation attempts to control Z and the animations look ridiculous. They work great the way I am doing it, with the exception of the Falling State animation always firing because of this bug.