How to start character animation at specific point

Haha, it’s OK. Let me see if I can try it again.

[Here is the project I set up][1] using your andromeda model and that 1 animation. (I changed the names.)

Since the animation is only like .7 seconds, I changed the blend in and out times in the montage to 0.

Hopefully works for you.

Sorry for being a pain, but when I load it up there doesn’t seem to be a level bp to activate the character animation.

I’d really appreciate it if you could please show me the steps taken to get it working and also the bps.

I’m really sorry for the hassle and am just incredibly stressed as to trying to get it to work.

Many thanks and really appreciate the help.

[Here’s a new link to the project.][1] (It’s got the default map set.)

Afaik, all of the things I did have been specified.

I think the main problem perhaps is that you may have forgot to:

  1. Place the Actor in the actual level
  2. Assign the AnimBP to the skeletal
    mesh
  3. Cast to the AnimBP from the
    AnimInstance (in the level
    blueprint)

Like I just realized [in the last screenshot you gave me][2], you weren’t casting to the Anim BP from the anim instance. When I set up animation last time, I ran into the same exact problem, i.e., I couldn’t connect anything to the event - the wire kept snapping.
You have to make sure you cast to the AnimBP first and then pull off the cast and then find the event. (Sorry my last few instructions left out that very important point.)

With the following set up, it will definitely work. Just make sure you followed step 1 (for creating the montage and setting it up in the AnimGraph) in the initial answer post.

Ah OK, thanks for all your kind help!

A thousand apologies, but I still can’t get it to work I’ve tried to recreate the steps and copy exactly what you’ve done with your example project but it won’t happen.

I absolutely deserve every insult you can think of, but I’d really appreciate it if you can have a look at my example version and see where I’ve messed up.

I’m absolutely tearing my hair out!!!
https://1drv.ms/u/s!Av7kWIyrlSmzygDhrV2EvlcZGTyo

Many thanks!
D.

Thanks for replying back.

Ah that sucks. Trust me, I know how you feel. It’s usually some tiny little detail that can mess up the whole thing.

Let me try to launch your project again and find out what’s causing it to fail.

Hey, Good news.

The way you have it set up right now works. The reason why it looks like it’s not working is because:

①you’re starting the animation at .5 seconds in (0.233333 seconds from the end).

AND

②the animation montage has the default Blend In Blend Out times set to .25 each.

So the animation you’re getting back is less than a couple frames long (it’s super quick, so hard to notice). The Blend in/out is happening at the same time; if you look very closely, you can see your character twitch the instant you enter the trigger.

So, basically just try setting the Blend In/Out times to 0. (look at the blendtime.png above to see where that is; it’s easy)

Thank you so much for all your kind help, you’re a legend!

I’d have never got done without your help!

MANY THANKS!