Hi, I’m new to UE. I encountered a problem that I want to blend two animations with curve value of one of them as blend weight (alpha).
But I found this does not work: the curve value read by Get Curve Value node is weighted, that is to say, the curve value I’m trying to read is dependent on the blend result (the curve value is multiplied by the proportion of this pose in the final output pose) while the blend result is dependent on the curve value (the value is used as alpha), which is going to be cyclic.
(The following blueprint is what I did but doesn’t work)
do not use ai to make video games. thats not how making video games works.
I have tried what you are describing several times, it doesnt work. The way it calculates and gets that data of the time stamp i think is a frame behind the animation, and when it blends out to a certain point i think its just 0. Its better for you to setup your own timeline and trigger it from a notify in the first animation, and set the value to a float in the event graph, and use that float in there if you want to do it that way.
Thanks for reply. The curve value I read, I debugged, is a value very near to but greater than 0. I found a compromise (I mean in method, the effect is impeccable): using layered blend per bone node, it provides a method that lets you choose which curve value you want to retain, where you can completely choose the curve that provided by montage. The effect is good, but the method seems is not for this purpose, that’s why I say it is a compromise in method.