Iam working in UE 5.6 and go through the class
" Unreal Blueprints: Make Epic Games With No Coding" (GameDev.tv).
The Setup
- “Marine” is setup as a Character (Pawn + Controls)
- Custom GameMode with Default Pawn Class is set to Marine
- Custom Game Mode is set as Default GameMode
- Crated Animation Blueprint for Marine
- Created BlendSpace for Marine
- Marine Pawn uses Skeletal Mesh Asset “Marine”
- BlendSpace is setup in the AnimGraph and driven by CharDirection and Char Speed.
Now the problem:
The Animation Blueprint is supposed to store the reference to Owner (Pawn marine) upon firing EventPlay and then store it as a variable. Event UpdateAnimation is supposed to calculate the Direction and Speed and drive the Blendspace from there.
I added a Breakpoint to Event Blueprint begin Play in the Animation Blueprint and it only fires, after the Engine booted up. Once the engine is runnig it never fires again. I tried forcing the blueprint to recompile but even then the Event will not without restarting the whole engine.
I have read the thread about another issue with GameState and GameStateBase, but that’s not the issue here.
Iam really a bit at my wits end with this. I can also supply my whole project if necessary.
Screenshots: