Animation transition is delayed (RemainingTime(Ratio) node)

If I use the RemainingTime(Ratio) node to switch animation state after an animation is finished on an own character it does not work properly. (On the character included in the third person template it does (jumping)).

After the animation is played once it begins again, the transition happens only after a few seconds.
I tried it on my PC and on my Laptop as well, the results were the same. My Unreal version is 4.6.1.

I tried to debug the problem. What I found out so far is that the FAnimNode_StateMachine::Update() function finds the (valid) transition when it should. However I am not sure what happens after the “// Push the transition onto the stack” part.

Thanks for reading,

Elathan

Edit:
Somehow I managed to create an animation blueprint using the character in the third person example which has the same glitch. I have no idea what’s going on : (

Hi,

in your animation graph named State Machine you can select a transition and configure the BlendSetttings (in the details windows that automatically opens), by default the blend settings duration is 0.2, you can :

either set the blending duration to 0

or change your transitions condition to Time remaining (not the ratio one) and set it to the same value as the blending duration (i.e 0.2)

Hope it helps.

Thanks!
Somehow I missed that entire details panel : (
Everything works fine now.

Same problem. I’ve changed the duration but the jump start and jump end still lagging. :confused:

Ok, I fixed it. The problem is the jump_start and jump_end animations are looping by default. Check looping off in the state machine! :slight_smile:

Ok, I fixed it. The problem is the jump_start and jump_end animations are looping by default. Check looping off in the state machine! :slight_smile: