Animation not playing on a different map

I created a debug level to create my characters movement and get everything just right. I created a new level, put my character in, and everything works fine except the character has a double jump and it plays an animation when he does it but for some reason the animation will not play in the new level. I tried creating another level and trying it there and it doesn’t work there either. Nothing is connected to the debug level blueprint so I have no idea why the animation wouldn’t be triggering anymore on different maps.

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The double jump animation is the only animation that isn’t playing. Every other animation works fine.

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Can you show all the related parts of your blueprints? How do you set the variable that is the transition condition of your animation in your character blueprint, how did you place your state for that animation in your anim graph, what are the transition conditions, etc. It’s not possible to say anything without you providing these.

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The top is the animation blueprint and the bottom is the character blueprint.

For some reason on the starting level that is there when the editor is started, this all works fine. When I load my character into another level the gust jump is the only thing that doesn’t work. I noticed on the ground dodge and the air jump(mapped to the same button but determined if the player is in the air or not.) The only thing I can really think of is the ground dodge is played with an animation montage but the gust jump is played through the animation blueprint. I tried adding an animation montage in place like the dodge but it messes up the animation and still doesn’t do it.

The dodge script

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This is hopefully a little clearer to read. The Red arrow is where my transition is and basically is checking if the gust jump was activated via a boolean. The code all runs but the animation is the only thing that won’t play but it’s tied to a player action that sets the variable. If they glide then use the dodge button in the air it activates the gust jump and it’ll launch them up but it won’t do the animation with it. It’ll just stay at the gliding animation.

Is that enough information to help?

You mean the variable that the transition condition is bound to turns to true but the animation still doesn’t play? If so, check if the variable turns to false again quickly after by printing it out continuously. Also make sure the transition condition from that animation that doesn’t play to the next one doesn’t get triggered the moment after it’s triggered. If you’re having trouble finding out what’s going on, try only plugging that state where that animation is included in into the entry and see if it plays. If it does, go ahead and try connecting the other states that come after it. Maybe you’ll see what’s going on this way:

About your montage not playing, again, it might be due to another animation getting triggered right after it’s triggered. Thus it does get to play, it’s just that we can’t see it since after a split second another animation starts playing. Also make sure you have a default slot plugged into the main out pose of the anim graph in your animation blueprint to make the anim montages work.

Btw why don’t you use the jump node to make your character jump instead of the launch character node?

Anyways, try these out and see if you can gather any more clues. Hope this helps! :innocent:

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Ok so I added a print string to the boolean to see if it was activating and they
are activating and deactivating properly like they are supposed to in both maps.

I tried deleting the connection to the back to glide and the animation doesn’t
trigger so I found where it’s stopping but it’s only stopping on the 2nd map, not
the first. The animation isn’t skipping it just isn’t working for some reason
only on the second map.

I have the default slot plugged in so the montage works. That’s what’s confusing
me is that the on ground dodge works and it’s played via a montage, I tried making
the second jump a montage but it doesn’t work. The dodge works on both maps as is
but the second jump doesn’t.

This is where it seems to be stopping on the animation graph for the 2nd map but
it works completely on the first map:

I did try to make the Gust jump a montage but it would mess with the rotation and the character wouldn’t commit to doing the animation and would play the animation for a millisecond then go to the back to glide in the animation.

I tried deleting the gust jump reference completely and just playing via a montage and it just turns the model 45 degrees but doesn’t play the animation at all.

It doesn’t event play when you use the Play Animation node and plug the Mesh into it’s Target pin? Or when you plug your state directly into the entry? If it doesn’t, try reimporting your animation. If it does however, share all the related details of your blueprints. Just create a new animation state, plug your animation into the state’s out pose, make that state the only one that’s connected to the idle locomotion / state (doesn’t matter what, just the one that’s connected to the entry) and share:

  • the transition condition between the idle locomotion / state and the new state
  • the details window when that transition condition is selected
  • the code inside the character blueprint that triggers the action
  • the code inside the animation blueprint that receives the trigger and changes the value of the bool type variable which the transition condition is bound to
  • a video showcasing the issue

Please provide the entire blueprint code for the related parts, not just the small parts of it but rather the entire execution chain that the related parts are connected to.

Also, try creating a new level and implementing the same approaches there as well and include your new findings in your next reply.

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So I think I found what might be the problem. I got the jump to work on another map but it only works if I’m using an event tick that prints out the boolean if it can be used or not. As soon as I remove the event tick it doesn’t work anymore. It sounds like it’s not checking the boolean which doesn’t make sense because it’s in the script to check it and it does the launch and everything.

OK I think I found it after combing through my script. I made it where the player could walk off an edge and still use their power but it was tied to an event tick so it was never allowing the boolean to read true. I don’t know why it worked on one map and not the other but removing that event tick makes it work on both maps. Thank you so much for taking the time to help point me in the right direction, I’ve been working on trying to figure that out for a couple weeks.

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