So I don’t know if this has been reported already or I am doing something wrong. I apologize in advance.
I have a melee animation override my blendstate using an animation montage. Now the issue is once the montage finishes the blend state resets to entry which results in the ready animation playing each time I melee. 4.11 used to return to whatever state it was in. I have also noticed animation sequences sometimes not playing at all when playing in succession(for example when playing a firing animation of a automatic weapon)
I also found a workaround for you. By caching the state machine and using layered blend per bone, I was able to keep the state machine running, but override it with another cache and the slot. The key is to set the Branch Filter to the root bone. See below:
I tried this workaround, and yes it does take away that issue but also disables all visual animations. Any other ideas why the animations no longer appear the montage does work as can be noticed with the camera shakes but no visual animations.
I’m sorry DarkIceStudios, but I don’t quite understand what you mean? It sounds like you’re using a skeletal mesh to control a camera, which would indicate that you can’t see the mesh itself through the camera.
Have you ensured that the “Mesh Component Update Flag” in the SkelMesh Actor details panel is set to “Always Tick Pose and Refresh Bones”?
I’ve just encountered this in UE5.5.1. It seems like a bad design because the state machine should always be in a state or transitioning. But resetting the anim instance puts the state machine into neither. The problem is in this different situation the ABP isn’t entering back into the state machine, so it’s not even going to Idle which is where I have it entering by default