Alright, so, I’ve been following this FPS tutorial on the UE4 wiki almost verbatim, skipping only the projectile/weapon parts so far. It works well, however when I do an initial jump my “Idle” anim state transitions directly to the “JumpLoop” state, without even having a link to each other, and completely skips the only link in between them which is “JumpStart”. After that one initial jump, whether from “Idle” or “Run”, it works fine, however this just looks unappealing as my “JumpLoop” state has a very vigorous animation. It is legitimately the same thing as what they have in the tutorial, you can check here, with only one exception that “JumpStart” is linked to “JumpEnd”, however removing this link does not fix the problem.
I’ve checked the tutorial and my project and have made the states exactly like they have it in the tutorial, and it still doesn’t fix it. I’ve also tried to figure out alternative ways and they don’t work either. If anyone’s got any idea how to fix this, please share.
Would you mind posting a screenshot of the animation blueprint? It maybe that your animation transitions too fast between states that it appears it’s skipping states.
Well, it only skips the state once on the initial jump, then it works properly.
I’m having exactly the same problem, with multiple animations. The very first time they run after starting the game, they skip both the starting and ending animations and transitions directly from loop to loop (IE; Standing > Jumping > Standing).
Any subsequent time the animation runs, it works fine.
It happens with literally any animation state I’ve split into multiple parts; a Loop that transitions from a Start, and/or into an End.
based on further testing, it seems that any non-looping animation played inside the state machine will just get skipped over the first time it activates. I think it’s a problem with the “get animation time remaining” functions used as a transition out of it.
I’ve found a solution. just like I thought, using “get relevant animation time remaining” is broken. If you get the time remaining on the previous animation directly, instead of using “get relevant”, the transition works fine.
I think the issue is that it will fail to find the “relevant” animation the 1st time it runs, and register as having 0 time remaining immediately. So the transition will just skip the animation.
Yeah, I figured this out a while back…should’ve said something about it.
But, as if I thought I could possibly be free from this petty yet irritating kind of issue, now I’m having a problem with JumpLoop when it transitions to JumpEnd, with it doing the same thing where it doesn’t transition on the first time. Bleh.