Animation blueprint transitions seem to break

Hi Guys,

I’m having some odd things happen to animation blueprints recently, I’m using a C++ driven system so the animation blueprint inherits from this class, however as i have added more animations and transition rules i’ve noticed some of the blueprint transitions stop functioning. Bear in mind some of these are simple code driven BOOLS where the value is correct in code.

I’m 100% sure its the animation blueprint as removing sections will cause other sections to work, or creating a new animation blueprint and just setting some of the rules works. Has anyone experienced this themselves? My animation blueprint is really not overly complex (i’ve attached a screenshot).

I’ve looked at the animation blueprint as a text file, but there is a lot of content in it and it’s not clear if something is broken. Any advice would be greatly appreciated.

In the screenshot the taunting, celebrate, dead and counter right are broken, i can revert to an older version of the file and some of them work with no actual change to the blueprint setup!

I’ve not been very successful with any responses on this forum. So where i can provide an answer i will do. I believe the issue was a result of C++ code driving the anim states allowing for more states to be active causing the BP to get confused, that said i also believe that once you run into this issue, fixing these code issues doesn’t always fix the anim graph flow, so i unfortunately had to remake the anim BP. Not the most useful of answers but my suggestions would be:

  • Log your code to make sure the functions are being called correclty.
  • Check the states to make sure the correct state is entered without other states potentially causing confusion.
  • Create a new anim BP to test that specific behaviour.