What is happening is that after the montage is playing it will go back to the original idle anim and snap to the other idle as it should, but it doesn’t do this while the anim montage is playing
Now this would have worked if the State machine didn’t completely stop doing stuff while a montage is playing. How can I get around this? It should be simple enough.
In idle he is holding the right seat. Then the animation takes one step forward and he should now hold the left seat. So when the montage plays when he walks forward I want to switch the idle, but it seems to snap back to the original idle and then to the new idle when I try to do anything.
Humm, ok… But according to how i understood it, i would have implemented it differently. Instead of having two distinct state, i would have just one with a “blend by bool” thus using a condition that stands for left or right. By doing this way you should get rid of that problem.
I kind of do. But since I’ve done it this way even if I change the bool, the blending doesent happen before the montage is done playing. Which results in: Right after montage is played, it goes back to the last idle and lerps to the new idle.
There are 3 different pawn (method 1, 2 and 3) which all they do is to transit from idle stand to idle prone animation.
Method 1, it is the classic that can be found in all examples and you surely know it, i just added a notify to make sure it does not move while transiting.
Method 2, makes use of animMontage and does show the snap (although my snap is in the beginning but it is just a matter of when bStanding is set, if it is done during the transition anim or later the snap will occur in the end of the transition like in your case).
Method 3, use the animMontage but don’t have snap issues.
I hope i understood your issue and this could help to solve, in case you haven’t already done.