In-game Animation is not the same as intended animation

I have an animation sequence for hanging idle on the wall. The animation sequence is looking as intended but when I applied it to my animation blueprint, it play a bugged version instead.

I have tried:

  • Using BlendSpace1D

  • Using Montage

  • Putting it on my character blueprint and use [play anim montage] node

For debug reason, I replace jumping/falling animation with hanging animation since Unreal Engine has no default hanging mechanic.
This problem can be reproduce in a new project.
I included several pictures and a video of my problem for visual presentation.
Intended version when show in animation sequence and everywhere else:

intended version
Problem Version when run in-game:

error version

Hey @Reaper_Aru! Welcome to the forums!

It’s looking to me like you have a top/bottom body split going on! Can you show pictures of your animgraph? You’re likely going to need this to plug into “FullBody” and not be modified afterwards until the final output.

Hi @Mind-Brain thank you for your reply!

Here’s the screenshot for my animgraph.


And this is the inside of Main States where Hanging State happened.

This is inside the Hanging State

Do tell if you need more information.

Hey again @Reaper_Aru!

So I’m not seeing your typical body top/bottom split setup. So that’s a dead end, however I am pretty sure I see where your issue is!

I see you have your IK disabled while falling. You will ALSO need to disable it while hanging! Because it’s trying to put your feet on the ground! :slight_smile:

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OMG It worked! I never realized that. Thank you so much for your patience, and your guidance.

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