Getting Custom Character to be Playable - HELP NEEDED

OK, So I have created a custom model, rigged with a skeleton plus 3 animations (idle, walk, run) - imported the model/skeleton in to UE4. imported the animations into UE4, attached the animations to my skeleton I will be using with these, then when I go in to my Animation tab of the new Skeletal Mesh Model I see all animations are working just fine, great. Now I created a BlendSpace1D with the 3 animations as pictured below using the variable Speed:

I then created an Animation Blueprint from the new model and set up the graph as shown using Speed as the var again:

Then I created a Character Blueprint from this new model/character (after what I believe to be all setup properly)

Then in World Setting under Game Mode I force it to ThirdPersonMode then set the default pawn class to my newly created Character Blueprint.
Then I go to my newly created Character and set it to use it’s own Animation BP (which I believe is linked to the blendspace, see picture 2) via Animation Mode in the details pane. (I see I can switch the Animation Mode to use an asset then select the Blendspace instead of the AnimBP but even doing this results in the same problem at the end).

So I believe everything is all setup correct but when I go in game, I have my new character there now, in the Idle animation, and when I start moving forward the blendspace should kick in but it doesn’t, no matter what I try my character is always in the Idle Animation even when moving around.

Is there anyone who knows how I can make my character move properly in the blendspace and not have my character always in the Idle position. The Idle position is the first anim in the Blendspace so just by seeing my character in this animation when the game starts I believe the game is reading the Blendspace but when I move the game doesn’t seem to recognize my speed is changing and doesn’t kick in the blendspace, can anyone help me?

Are you updating the speed variable in the animation blueprint’s event graph each tick (You would do something like ‘try get controlled pawn’ ‘get velocity’ i think, and set the speed variable to that)?

Could you be more specific I am not sure what you are talking about. Do you need additional screenshots? What would you like to see so you know what I have going on? I set the Speed var in the Blendspace with a range of 0-100 and then also created another Speed var in the AnimGraph which you can see in picture 2 linked to the Blendspace (I thought this is what controls the Player Speed to be in line with the Blendspace Speed?) I might have no idea what I am doing I feel like I am overly confused about this.

Can we see a screenshot of the event graph in the AnimBlueprint? In particular where you have the event “EventBlueprintUpdateAnimation”.

What i was suggestion was to do something similar to the below, the the animation blueprint’s event graph (i just took this shot from the UE4 documentation as i’m not at my UE4 computer at the moment :slight_smile: ). The bit in red shows how you would go about getting your character, calculating it’s velocity and turning it into a float value to assign to your speed. You’d need to do that every update so that the blend space can update itself accordingly.