Hi everyone, good evening, how are you? Could someone answer a question for me? I’m new to Unreal.
I retargeted the gaps in my project. Everything was completed correctly, but the advanced animations aren’t working. Only the idle, walking, and jumping animations work.
Idle, walk, and jump are the only clips the default third-person AnimBP actually plays. A retarget does not wire the rest in for you.
If this is the Game Animation Sample (GASP), the other moves (crouch, pivot, stop, traversal) live in Pose Search databases and Chooser tables, not in that simple state machine. Retargeting the source clips does not update the database. Open the databases the chooser uses and point each entry at the retargeted sequence on this skeleton, then save the database so it rebuilds. Also check the chooser rules: those states only play when the pawn sets the gameplay tags they read, and the linked anim layer has to be on this character. If that layer is still the template’s, you will only ever see idle, walk, and jump.
On the mesh, Anim Class has to be the retargeted AnimBP, not the mannequin one.
If you are not on GASP and you built a state machine: those three states are all that is connected. Other clips need their own states, or they need to be montages playing through a DefaultSlot node. A montage with no Slot node in the AnimBP plays nothing.
One check that separates the two: open one of the “advanced” sequences and preview it on this skeletal mesh by itself. If it looks right there and never plays in game, the AnimBP is not selecting it. If the preview is already wrong, the IK Retargeter is missing the chains those clips move (spine and arms are the usual ones).