Hi all,
So I know how to work with Animation Blueprints, but this has me completely stuck. I have my character blueprint set to have an input for Combat Mode. When the input is pressed, the character plays a draw sword animation and goes into idle for that specific combat mode. However, when in this mode the character cannot move at all. He is frozen in place no matter what input I give except the sheath sword input.
This only happens for the movement when a sword is drawn, movement still works when I sprint.
I am using Mixamo animations for the movement as placeholders since mine still need work and I used the marketplace mixamo retargeter to get the animations have the right rig. I know this cannot be the issue because I have a basic walk for the character (which is mixamo as well) working perfectly for the character. The problem seems to be with the Combat Mode activation. This, for some odd reason, prevents him from moving all together. I created an output string to show his speed, when not in combat mode he gets to speed 160 which was the one I set, but in combat mode he stays at 0.
Here are the things I tried to solve the issue:
- Replaceing the blendspace with the one I know is working. I swapped out the blendspace, made the connection to the draw sword animation. Now when combat mode is activated he plays the drawSword anim, goes to the basic idle (but still in combat) and still does not move.
- Replace the animations within the 1dD Blendspace with other animations, nothing.
- Swapping around connections within the Animation Blueprint. Still frozen
- Made an event begin play to have him start the game in combat mode, still frozen.
Below are some images to show my blueprints. if anyone can help me solve this I would be extremely grateful. My guess is that it could be a bug with engine version 4.19, but I am not sure.
Thanks,
Nathaniel Hill