How to stop character movement after death animation (With Suggestion)

So this was a big issue, until i figured it out today, posted a brief screenshot here

https://answers.unrealengine.com/questions/214714/stop-animation-at-end.html

The Issue:
Basically when your player character dies or the AI, you want to play a animation montage, with a death animation. However, if you do this outside of the AnimGraph (Locomotion), there will be a switch back to the default Blendspace (Idle) position afterwards. There might be a different approach, share it :slight_smile:

Maybe this is helpful for someone else. Let me know and i post more details, if required.

I suggest to update the Random Sequence Player Node, with a disable looping option, and an option to play only 1 segment of the sequence, for a more sophisticated solution. Thanks.

What I did is I added an extra 30 frames to my death animation (root motion) and also created an in-place (no root motion) single-frame animation of the last frame of the death anim and called it “DeathEnd”. Then in the montage, I use an AnimNotify (placed 30 frames before the end of the animation) to toggle a bool “Dead?” inside the animbp and then use that to transition into the Dead state. Then in the Dead state, I simply play the DeathEnd anim. The extra 30 frames at the end of the Death animation gives the system enough time to trigger the notify and smoothly blend into the DeathEnd loop without causing the player to stand up in-between.

If you have multiple death animations, then you just create a unique Dead state for each (Dead01, Dead02, etc.) and create a different Notify and transition bool for each. Much easier than your system.

UnCheck the “Enable Auto Blend Out” option in the death montage(s).

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