I have a problem where I am trying to add an animation tree to a pawn with a skeletal mesh component in blueprint. I control the pawn with mobile touch input (the movement I need is very simple I don’t want to use a character to remove some unesisary overhead). In my blueprint when I add the animation tree to the skeletal mesh component my input breaks on mobile but keyboard input still works. My animation tree works as expected but I really need both input and animation. This feels like a bug or I’m just missing something.
When you say it breaks the input on mobile, are the on-screen analogs visible during play? If they aren’t, if you click/swipe where they should be does the controls still work?
Sorry for the delay… I actually figured out the problem.
It was actually an error in my player controller blueprint. For some reason it would break on a get command for an array. This would not show up as a compiling error and would not effect the stand alone version of the game. However it would not work on mobile. Once I removed that command it started working properly.
It was just that there was no indicator that it was broken. I did a series of debugging tests and determined that the entire script didn’t work on mobile. I have no idea why this broke when I started using an animation blueprint though. But It is resolved at least for me.