Is this a bug, or is my game corrupt? Unwanted sliding during forward movement animation.

Yesterday, I tried to update a few animation files I downloaded from Mixamo that were using the wrong skeleton. I downloaded the correct animations, deleted the incorrect animations, then recreated all the assets that were affected which were two blend spaces and two animation montages. These animations show my character holding a torch in various situations such as crouching, walking, running etc. After making these changes a strange bug has occurred which is best viewed in the video, but I will try to give a text description as well. Essentially, when I press the W key to move forward my character slides 90 degrees to the right of the movement in a stuttered pattern. He immediately slides right, then walks forward a bit, then slides right, then walks, etc. It doesn’t matter which direction I move either. So if I press the A key he attempts to walk to the left of the screen but slides 90 degrees to the right which in this case would be forward. If I change his mode of movement to crouching or holding the torch or holding his weapon the sliding disappears and he seems to function correctly. I’ll get to the “seems” part in a minute. Of course I originally thought there must be something wrong with the animations and since it only occurs during forward walking, while not crouched, and not holding anything, then it should be a simple matter of recreating the assets for just the unarmed forward walking and running animations. However, not only did that not solve the problem, it turns out that no matter which animation or blend space I connect to the Output Pose Animation node, this problem occurs. In fact, if it’s not a blend space then the problem is even greater, with the animation sometimes freezing completely and the character FLYING 90 degrees to the right, sometimes through the air! Finally, as you can see in the second video and second image, when I disconnect all animations from the Output Pose Animation node, the problem is still there, but ever so slightly. You can see that when the character moves forward he goes into a T pose (since there are no animations), and he moves forward correctly, but just before assuming the T-pose he slides to the right just slightly. What makes this even more strange is that the animations and the various state machines that seem to be affected have nothing to do with the original files I updated. In fact, all the animations that involve the torch work perfectly. And as I’ve pointed out it doesn’t seem to have anything to do with the animations at all. I have even recreated the various state machines as well and I still cannot isolate this problem. I suppose I could start looking in other blueprints for the problem but wouldn’t that mean something is corrupt? Everything worked great before updating the torch animations! Any help or advice on how I can even begin debugging this would be greatly appreciated! Is there a console command that might help me to see what’s happening? I talked to ChatGPT about this problem for 2 hours last night, and although it’s pretty good at helping me in these situations, in the end it told me to “seek professional advice”. Is that you!? Thanks in advance!

Video 1

Video 2

It could be something to do with root motion on the animations maybe?

Okay, the first thing I would suggest is exposing the CAPSULE COMPONENT so you can see what is going on.

Add an arrow (if you don’t already have one), and make it AND the CAPSULE COMPONENT no longer “Hidden_In_Game”.

T-POSE is indicative of a bad/null/invalid skeleton/animation trying to run.

Also, it would help to be able to read your post… have chatGPT add spaces and line breaks or something :stuck_out_tongue:

Look at more basic stuff.
What Input is being applied to what.

This is a good suggestion. I’ll try this.

As stated earlier, the T-pose is intentional as I was trying to isolate the problem by disconnecting the animations to see which one might be affecting it. See picture 2. As it turns out, removing the animations did not entirely remove the problem.

OK, the problem was extremely weird! It turns out that the torch mesh I placed into my character’s hand via a socket had collision settings enabled when I downloaded it. I never thought this would be possible, but my character was “colliding” with the torch in his hand and the sliding movement was a “bounce” reaction to the collision! Lesson learned: always check every setting on a mesh downloaded from Sketchfab a.k.a. Sketchy-fab.

2 Likes

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.