Additive animation doesnt play correctly

Hello.
I’m quite new to animations in unreal engine.I have rigged a car in 3ds max and it has some animated parts like doors,hood,trunk etc.
I’ve imported the skeletal mesh and animation sequences into unreal.
I want to be able to play these animation sequences simultaneously in game.
I found out that i can do this with additive animations.I’ve been playing around in my animation blueprint.I can play animations simultaneously but some of the bones of my skeletal mesh behaves differently.Here’s my simple animation blueprint screenshots.


I simply created two variables which store additive animation alpha values in the animation blueprint.I control these variables in an actor blueprint which has a reference to animation blueprint of this skeletal mesh like in the screenshot below.

But as i said when i use this approach to play animation sequences , the transforms are different than original animations like in the screenshots below.

Animation Sequence Asset :

In game door move out of place like this :

Any help is appreciated. Thanks!

The problem was interpolating the alpha values.I simply exposed play rate as a pin in additive animation node.And then promoted it to a variable.Updating this value to 1 opens the doors and -1 close the doors.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.