AI not walking/running animation when given AIMoveTo

I have somehow discovered a “workaround”:

  1. Be sure you are using the animation blueprint
  2. Go edit the animation blueprint (in case you are using ABP_Quinn u’ll se that you must edit the parent one (the ABP_Manny, the male one)
  3. Somehow the Get current acceleration returns always false
  4. So simply cast to your custom character BP, on cast failed leave everything untouched. On Exec just checks the groundspeed

This is not a solution for me, it is a workaround. :face_with_diagonal_mouth:

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