Recently I finally managed to get my character’s 2D eye textures to move in animations using Animation Notifies but with one problem.
When my character enters their running animation they ■■■■ their head back and their pupils move down a bit until they stop running at which point the pupils return to their default position. The problem is though is that when the character comes to a stop there is a brief delay in the pupils moving back to their default position instead of immediately shifting back upon stopping. There also appear to be a delay in the pupil’s movement when my character begins running, its just harder to notice than when they come to a stop.
The Animation Notify for the running animation is placed at frame 0 so I can’t move the Notify back a couple of frames in order to compensate for the delay.
Does anyone have any ideas on what can be done to remedy problem?
I’m sorry but what’s Input Handling? I tried googling it and came up with which doesn’t seem right to me. Unfortunately, I don’t do so well with technical jargon but you’re probably right that its an issue with the way that the various animations are being blended together.
maybe the problem is because of the Animation blending and you should not use Animation notifies but fire the Events in your Input Handling. Would that Help? You can also get the Player Velocity Out of it’s movement component and use that to Set the correct Look you want.
I mean on a point in your BP you react on what buttons the player presses. like if he presses arrow right=> run - that would be input handling where you maybe can better react on changing your material for the eyes than in the animation notify. also there is a event when he stopped pressing arrow right, so your character will stop - that would be also a good location.
So altering my animation setup so that changes to my character’s eye position occurs within the blueprint rather with Animation Notifies barring a few exceptions, worked like a charm. However, now I have a different problem with my new blueprint setup for changes to my character’s eye(s).
You see when my character crouches down their iris/pupil/whatever moves upward and their eyelid(s) texture is swapped out with a more wider eye variant to match the eyes’ movement. The problem I’m having though is getting my character eyelid(s) to return to the default texture upon un-crouching, as I tried adding the Change Eyelid 01 event, which swaps out the eyelid(s) texture for the default one, after the Reset Pupil Location event but resulted in the default eyelid texture overriding the change to my character’s eyelid(s) during the weapon swing animation while on the ground; fortunately, the airborne variant is unaffected. I also tried adding the Change Eyelid 01 event to the False condition of the crouching branch but only results in the same problem occurring.
So how I can modify setup so that my character un-crouches their eyelid(s) returns to their its default form without overriding other changes to my character’s eyelid(s) during animation?
Animation Blueprint setup:
Thanks for the response!
I didn’t quite go with what you suggested, instead putting the changes to my character’s eye(s) controls within my character’s Animation Blueprint because the basic movement inputs for my current character are contained within the Player Controller blueprint, which is eventually going to govern basic movement control for everyone of my playable characters, all of which differ from one another. I didn’t think that putting all of the eye controls that are specific to one particular character within the blueprint that will affect every playable character was a good idea, although I guess I could have found a way to incorporate them into the character’s own specific blueprint.
Fortunately though, moving the eye controls to the Animation Blueprint has worked out perfectly, except for one issue that’s needs to be dealt with that’s outlined below.