acxsasx:
Yes, sadly. Using 4.19.1 source build.
I followed your turtorial on setting up the ability animation node. I am using Epic’s ThirdPersonCharacter which uses the ThirdPerson_AnimBP animation blueprint. The state machine is called “Default” (this is in the state machine name on the ability) and the node I created is called “AbilityToPlay” (which is in the Ability State Name on the ability). Animation Mode is set to "Ability Animation Node. I am using “Sword_Attack_R” animation.
When I hit play, it goes into TPose. I have to Reset Preview Asset to make it go back to idle. It does play the idle animation. I put a print strings to make sure the animation boolean is being set correctly. It is.
Your video is pretty straightforward.
Something I forgot that happened when I first created the ability, after I selected the ability parent class, I got a window popup that had a tab named “CompilerResults” and in the middle of the window in white lettering “unrecognized tab”.
Update:
I did a new third person product from the launcher from the 4.19.1 binaries. I get the same results.
That sounds very much like you have your animation blueprint setup to go into the Ability State Machine, but not out of it - so it goes in plays the Ability, but then gets stuck in that state machine with no Ability to play.
See:
https://extralifestudios.atlassian.net/wiki/spaces/ABLE/pages/4882437/Setting+up+an+Ability+Animation+State+Node