Condition is False but Branch outputs True

Hi all, I’m having this issue inside the Event Graph of my Anim Blueprint.
I used a breakpoint in a moment when the Bool was False but the Branch outputs True and I can’t understand why this is happening.
Can someone please explain this thing?

Alt F4 / ctrl alt delete. Reboot.

Could be many reasons. At the top of the BP you have a drop down selector.
It could be that the selector isn’t properly set.

Regardless you shouldn’t really have any code within the animation blueprint …
Which would 100% solve this issue? :stuck_out_tongue_winking_eye:

Thanks for the reply, but I tried reboot and update without any result.
Anyway, why I shouldn’t have any code in the Anim Blueprint? I’m new to animation and I have different weapons with different idle pose animations. How should I do that in a better way?

Can you Print the Bool before the branch? What do you get?

The fact is that the Bool here is set to False, the Anim BP knows it but still outputs True.
If i print it says True but it should be False. I really don’t know. Now I’m trying some kind of tricks to make it work.

I mean I set it to False in the actor it comes from, so in that moment it should be False because i set it False. That is why I don’t understand why it thinks it’s True.

That almost deserves its own topic really.

In short:
Code in the animation blueprint is bad. All kinds of bad.

Your character should do all the math/changes and directly update variables in the animation blueprint directly.
(Note that there’s is obviously 0 need to have the animation reach to the character to get a variable and update its own variable when the character can just directly change the variable).

And, your animation graph should always try and use fast path. Which means no And Or or any other kind of test (Except for Not) can occur within state transitions.

Probably a Montage unless you really require a completely different stance.
It sort of depends on what is happening with the character and the quality of your animations.

Possibly you just need different Aim Offsets, which means you can do the change at the graph level instead of at the pose level.
Just depends on what it is you are after.