Hi,
Sometimes when we play an animation, it will not play from the start, it plays from where it stopped last time. I’m enclosing a picture of my animation node in my state machine. I have tried to manually reset the animation from c++ by calling GetMesh()->SetPosition(0.0f, false) but i get an error message saying the anim instance is currently in blueprint node.
How can I ensure the animation always plays from start? Is it a bug or am I doing something wrong?
Thanks,
Franco
I encounter this issue when I’m switching animations faster than the blending time.
Did you try to do GetMesh()->PlayAnimation(YourAnimation, 0);
?
Hi Joris, this actually fixed the problem. I wonder if there is a clean way of doing it without having to hardcode the animation in c++. This seems to be a bug in the animation UE4 system.
Hi , PlayAnimation() properly rewinds the animation back to 0 if called from c++. I don’t understand why the blueprint state machine can’t do it.
Hey
Did you try to call SetPosition After PlayAnimation ??
Cheers