Hi,
I cannot get the character instance in the animation blueprint
I have setup a debug case :
and as one can see, no data are returned :
am I missing something ?
everything appears to be linked together
thanks for your help
Hi,
I cannot get the character instance in the animation blueprint
I have setup a debug case :
and as one can see, no data are returned :
am I missing something ?
everything appears to be linked together
thanks for your help
anyone ?
Whats the point of getting the player character within the animation blueprint?
You could set the pawn (eg in your player controller) and use it within the animBP
based on examples/tutorials, it should be set
why would’n it be…by experience getplayercontroller always returns something
also trygetpawnowner is created by default in the animbp
the whole thing smells
anyway I’ll try create another simpler animbp/character to see if I can reproduce the issue
Hi, if TryGetPawnOwner
returns nullptr, then that means that the owner of this anim bp (if there is any) is not a pawn (you could try GetOwningActor
to see whether it has any owner at all, TryGetPawnOwner
does the same as GetOwningActor
plus it casts that to pawn).
Generally it should work if you just create a pawn (or character), add a skeletal mesh to it and then add an anim bp to that skeletal mesh.
why would’n it be…by experience getplayercontroller always returns something
GetPlayerCharacter
is the same as using GetPlayerController
→ GetControlledPawn
→ Cast that to Character
. So you could do that manually in blueprint and then see where it fails.
thx I’ll check that out
so if I close the anim bp editor and run the game, the anim bp is not called anymore
how come my anim bp is not executed during gameplay ?
ok I figured I was adding a skeletal mesh inside my character actor instead of setting a skeletal mesh on the inherited mesh component
stupid of me