I changed the Walk speed from 200 to 400 and the Run speed from 500 to 900. Before making these changes, walking would play the “Walk_Loop_F” animation, and transitioning from running to walking would play the “Run_To_Stop” animation. However, after the change, the “Run_To_Stop” animation keeps playing even when walking. How can I fix this?
Hey @08c3bded71a54287877d29989cdd5a4c Welcome to the forums!
You need to go into your Animation Blueprint, and access the “Idle/Walk” state. There you need to go into the Blendspace there and adjust the thresholds for the transitions! It’s as simple as changing the max values and dragging the little dots around to where you want them!
Hope that helps!
@08c3bded71a54287877d29989cdd5a4c Did you get it figured out? Let us know how it’s going!
Sorry for the late reply!
I’m currently using Motion Matching, and all of my animations are stored in a single Pose Search Database (PSD).
The issue I’m facing is that while the character is in the Walk state, the ‘RunToWalk’ animation occasionally gets selected.
Ideally, only the ‘Walk_Loop’ animation should be playing during walking.
Both ‘Walk_Loop’ and ‘RunToWalk’ animations are part of the same PSD.
Has anyone experienced this before or know how to prevent ‘RunToWalk’ from being selected while walking?
Hey welcome back!
Yeah, this is definitely something we need some pictures for!
You see, the thresholds for transitioning can be finnicky, so we need to look for stuff like that. For instance, say your walk speed is 400, and you have it set to play transition from run to walk when above 400 and decreasing. Well, if anything collides with the character and increases it’s velocity to 400.0000001 now it’s going to play either walk to run or run to walk. See what I’m saying?