Hi everyone, I am setting up a simple tank but cannot get the wheels to spin, the animation bones will not spin in-game, but inside of the animation blueprint itself, in the preview window my wheels are spinning as intended.
I have made sure that the animation is linked to the pawn inside of the blueprint, and have a debug showing the values working which should mean the animation blueprint is being used, but when it comes to moving, it’s just idle.
Hello, i’m guessing because i’m not seeing the complete animation blueprint, but you can use a Print node in your animation blueprint to check if your “speed” variable is getting a value.
Thank you for the reply, appreciate it a lot!
So I just added a print string to my animation blueprint, and it’s coming up with the value as well as a 0, could that be an issue?
I am so happy I posted on this forum now! I have been bagging my head on the desk for 2 days trying everything! thanks again for this!
Here is the code in the anim blueprint and the code inside of my pawn blueprint
What I have found out is the extra 0 digit was actually having the animation blueprint open, it was listing the preview value, and when I close the window it disappears
I was setting the speed inside of the pawn blueprint, but I have now changed it to the way you listed it with the same results, the value changes in the debug but the wheels stay static!
Question about setting up bones though, should a bone have an end or can I just rotate the main bone? like wheel_R_01 > wheel_R_01_end ?
I’m thinking about going back and checking if that was a mess up?
Hey, I just wanted to say thank you for all the responses you made, after recreating the bones and importing the model with different parenting ideas and so on, the solution was to create a new pawn blueprint and it works, I am guessing I have ticked a box I should not have somewhere inside of the pawn blueprint, and have no idea which box was ticked, I can actually get this working now! thanks again for the help!