Hi, I’m having an issue with my Anim Blueprint in UE5. My character was normal yesterday before I closed my project. But when i open my project again today, my character suddenly remains in T-pose when I move it around. I didn’t remember that I adjusted or turn off any settings. My event graph and anim graph works in AnimBP preview, but in the actual game my character only stays at T-pose, it can move, but without walking and idle animation. Things I’ve already checked:
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Animation Mode is set to Use Animation Blueprint
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Anim Class is correctly set to my animation blueprint class
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The skeletal mesh uses the correct skeleton
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CharacterMovement component tick is enabled
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The character is spawned from BP_ThirdPersonCharacter
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The locomotion state machine works in the AnimBP preview
So the AnimBP itself seems correct, but it does not keep updating during gameplay.
Has anyone encountered a situation where Event Blueprint Update Animation only fires once in-game?
Any ideas what might cause the AnimBP not to update every frame?
Have you printed the speed variable value in the update animation event to confirm its being received? Although that wouldn’t explain the T-pose
Yes, it continue showing “0” when tested in AnimBP, but it only show once in the game. And my character only show idle state for one second only, then it become T-pose again after that.
Is the locomotion state machine only using the speed to power everything? It seems like there’s a lot missing from the update animation event compared to the default manny anim bp. Mine uses the character movement component to get the velocity, as well as a few other variables needed to know when to change states.
But you said it was working yesterday so I’m a bit stumped on that.
I’d be happy to take a look at the project if its small enough
Yes, the locomotion currently only uses the Speed variable from velocity.
It was working correctly yesterday, but today the animation only updates once in game and then stops, although it keeps updating in the AnimBP preview.
The character moves normally but stays in T-pose in game.
The AnimBP is assigned in the character mesh and the default pawn class is correct, so I’m not sure what broke.
Here’s the link for my project, but it’s kinda big as it is nearly 2GB. I’m currently redoing everything in a new project and my character can move, but I would appreciate if the problem can be figured out in case next time it happen again. Thanks a lot!
I had a look and I couldn’t get it to work. It seems there is some kind of issue between the Third Person Character BP and the Anim BP, even though printing the Pawn Owner in the Anim BP confirms its using the correct BP_ThirdPersonCharacter, and everything appears to be set up correctly.
The anim just BP refuses to get any variables from the character instance, and fails when attempting to cast to BP_ThirdPersonCharacter or even just casting to character.
I even tried to create a brand new test character BP and anim BP using even the default unreal skeleton which still didn’t work together .
My guess is that either the project is corrupted somehow or there’s a magical ‘make stuff work’ box that got unticked somewhere.
Glad to hear you got it working in a new project!
Yes, glad to say I decided to redo everything earlier, and now I’m on the right track! Thanks a lot!