I have an ACharacter derived class called AEraChar1. It has armor/clothing attached as a child component to the base character mesh, and the character mesh is the leader pose. When the character dies I set its anim BP in the character mesh to be null, and I change it to use animation asset instead of Anim Bp. So I wanted to set it to have a specific animation (NOT a montage) but UE completley ignores this and doesn’t set the animation, the currently in-use animation asset in the details panel of the selected character still is empty/null. What’s going on? There’s no way it should totally ignore a direct command to set the character’s mesh to be doing an animation (again, it’s not a montage, so it doesn’t need to have an AnimBp). This is a problem in both Cpp and BP for my character.
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I can’t tell for sure but there can be various reasons. Is it a root motion animation sequence? Why do you set the anim BP of the character mesh to null (or stop using it), if you can write a death state in its state machine?