Hi there
I’m a noob around these parts and I just wanted to ask is there an update for this content in the Unreal docs - A How To Guide for Setting Up Character Movement in Blueprints. Setting Up Character Movement | Unreal Engine Documentation
I’ve gone through this how to but get warning and then get error after running the game in editor.
Seems to work after I turn off Use Multi-Threaded Animation update in the Class setting of the Event Graph.
I also get errors after I exit the game window and when I click on the errors in the message log I don’t see them when I’m taken to the Event Graph for MyAnimBluePrint
and when I press Prone key which is x on the keyboard to stand back up form the Prone position the mannequin just gets stuck in a loop of getting up and down.
Anyway is there any updated howtos for this content?
Thanks @HarisNauman ,
I went back over all the transition rules and found that I’d forgotten to uncheck the == node in the Transition Rule for Prone_To_Stand to Idle_Rifle_Hip in part 9 step 16
and now it’s all working correctly but I’m still getting errors when I exit the play in editor in the message log -
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue”. Blueprint: MyAnimBluePrint Function: Execute Ubergraph My Anim Blue Print Graph: Transition Node: Result
Blueprint Runtime Error: “Accessed None”. Blueprint: MyAnimBluePrint Function: Execute Ubergraph My Anim Blue Print Graph: Transition Node: Result
Hi, instead of calling the “IsFalling” function within the transition graph, try calling it as a part of “Event Blueprint Update Animation” in the main Event Graph and store the result of IsFalling inside a new boolean variable. You can then use this variable in the “!=” condition in the above screenshot.
Thanks for the reply @Stamrage256,
I’ll try it out but it’s going to take me a little while to figure it out as I’m new to all of this, is there any examples of the method you state so I could follow alone?
Yes, the third person template available in the UE4 launcher has a good example. If you open its Anim BP, you’ll find that its calling the “IsFalling” function in the main graph and storing its value into a custom bool variable “IsInAir?”
@Stormrage256 Thankyou, what you suggested worked :).
I created a Bool variable and then removed the IsFalling node and plugged in my new IsFalling variable and now everything is working correctly with no errors.
Just to make it clear for anyone else who is reading this later, this fixed the errors I was getting when I exited from Play In Engine.
The transition that was causing the problem for me was Idle_Rile_Hip to Walk_BS.
See screenshot for functioning node layout for Idle_Rile_Hip to Walk_BS transition -