I’ve got an issue where my character animations go all wonky after playing an animation montage. In my Anim Graph, I’ve got 2 identical state machines, a slot for anim montages after one of them, which then go into a layered blend per bone, where it blends everything above the first spine bone and an additional bone attached to the hips. Now everything works seemingly alright, until it’s supposed to go back to blending the identical state machines together (when no montage is playing in the slot), when my running animations goes from a slight side to side motion to a violent jerking to either side. Now if something changes in the state machines (ie. goes from movement blendspace to jumping and then back), they line up again and fix the issue. What could be causing that to happen?
This has to do with how UE handles State machines; namely, that if the state machine’s pose is not currently being read, it isn’t being ticked and variable changes aren’t recognized.
Why use two state machines, btw? If they’re meant to be synchronous, why not just use a cached pose node to grab the output of the one state machine and use it twice?
Oh, well… that’ll fix it. Cheers.
I’m only just starting to tackle the big scary realm of animation, so I used the first example on Answerhub I found, which used two state machines and that seemed to work (sort of), but this seems like a much more reasonable way of doing it.
I fixed my Layered Blend per bone, which was technically working but looking wobbly, by checking “Mesh Space Rotation Blend”