(edits for clarity)
Looking for help trouble shooting why I can’t get Motion Warping to work and why it causes a crash upon exiting PIE after attempting to play an Animation Montage (the pawn appears to be deleted from the world).
I am following this video tutorial on setting up a simple Smart Object where the NPC approaches a chair (or in my case, a bench) and sits down in it.
So far I have working:
- Set up a Smart Object that consists of 1 static mesh (a bench) and one Smart Object “slot”
- NPC can scan area for this object, approach one, and then play the desired animation montage (Sit Down, and then loops a sitting Idle).
Now I need the NPC to rotate and orient itself to sit on the bench more naturally facing outward. The video solves this with the Motion Warping feature (starts around 2:17).
I’ve set up everything identically, but after approaching the smart object, my NPC pawn disappears from the world, and the editor crashes.
Here is my blueprint setup inside the event graph of the “sit behavior”:
Things I tried that didn’t help:
-
Using transforms from other objects (e.g. Target Point placed in world) and swapping out other static meshes, to rule out an issue with the original bench mesh
-
Turning off collision on the bench
-
double checked warp point spelling
If I remove all logic related to motion warping and just call the Play Montage directly from the event, everything works fine again.
FWIW, here’s the transform info being passed through. Doesn’t look like anything weird like trying to teleport the pawn to (0,0,0).
I’m running out of ideas of how else to trouble shoot this, any help is appreciated!