So I’ve been struggling with an issue of getting a bone to move on the Z access in an animBP. It works just fine on other skeletons but this one just won’t rotate. I eventually hard coded a 45 degree rotation on the bone transform in the animBP and it was reflected in the scene]. As soon as I hit begin play though, I reverted right back to 0. Via print strings I can confirm that the rotation from the pawn BP is getting pulled into the animBP. Now I have no idea what it could be so I thought I’d ask here for some help on where to look.
Hrmm - could be a couple different things. Here’s what I’d check (gonna guess it’s #1 though):
First click on the Transform node there and check that the Rotation Mode is not set to “Ignore”. I think what you’re looking for there is “Replace Existing”. Then check the Rotation Space too and pick the one that best matches what you’d consider as it’s local space. I think you’ll want Component Space to give you a yaw against the Humvee itself. (For a situation like a MG mounted on a tank turret, Parent Bone Space might work best). While you’re there, you can uncheck the boxes for Scale and Alpha to clean things up on your graph a little bit.
Make sure you’re not overwriting this node later along the chain to the Output Pose by, say, blending fully into an animation that’s pointing the turret forward on ya. And make sure if you’re using a State Machine that you’re not stuck in some state that’s somehow getting around wherever this node is located. If you can’t find a way to get around a need for those situations (which is pretty rare), you could setup the gun on a Slot (much like how taunt anims can play on the upper body while the legs are still driven by the AnimBP).
All else fails, try a local variable for the yaw plugged in there and use the replicated Turret Rotation you got to update this new variable in your Update Animation function in the Event Graph. You might want to do that anyway if you’d rather have the weapon lerp towards the desired Rotation at some maximum speed instead of snapping straight to it.
First of all, thank you very much for your reply. I really appreciate it. I triple checked that settings on the transform node and I checked again and after your post and to me, everything looks correct. The print string I have is the Turret Rotation variable from animBP so I know that it is at least getting set. For this particular instance I’m not using a state machine. Just the event graph and anim graph.
The crazy thing is that even if I hard code it, it just reverts back as soon as I start PIE. It’s like it is not allowed to be overwritten. I’m totally at a lose on what could be the issue.