Issue with animation during Character Setup documentation

Hello!

First off, thanks to anyone for any and all help. Currently using 4.16.2 version. Blank project, only added Animation Starter Set, then began tutorial linked below.

I was running through this documentation (Link), which shows how to set up animation and characters when I ran into a problem.

Specifically on this step (Link), when creating the transitions between Idle and Walk, I get a couple of compiler errors.

My transition looks exactly like the example in step 15, so i’m assuming there have been changes that involve this specific use of the Function, GetPlayerCharacter, one of the compiler errors.

Compiler errors:
Warning Node Result uses potentially thread-unsafe call Get Player Character . Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding.
Warning Node Result uses potentially thread-unsafe call Get CharacterMovement . Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding.

Just wanted to be sure before I get too far into this, that this isn’t an actual issue I need to correct now.

Again, thanks for any and all help!
Jason

Usually you wouldn’t put stuff like that in the anim graph or state machines, you would put any logic in the event graph (for example using the update animation event), set a variable there and then reference that variable in the anim graph. At least from what I know.

You can also disable the threading in the project settings but I think that lowers performance, it’s better to keep the anim graphs clean.

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So, create and assign a CharacterName variable in the Event Graph, then use Get CharacterName inside the transitions instead of the function?

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Can you post a screenshot of your animation instance event graph? Is the cast node to your character correct?

If the Get Player Character gets errors, try to add that part to the EventGraph, example
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Then at the related transition rule, use a bool, ie. IsInAir?

The character variable can be created when you drag from the output node of the Cast MyCharacter and create that variable (A variable specifically referencing MyCharacter).