Use the same CachedPose blend, and print the SlotNodeWeight. Theoretically, it should be 1, but the actual output result is 0.6.
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Use the same CachedPose blend, and print the SlotNodeWeight. Theoretically, it should be 1, but the actual output result is 0.6.
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重现步骤
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Hey there,
Apologies for the delay, we just got back from our holiday break. You’ve noted that you’re in 5.7 and that GetMontageSlotWeight node does not exist in the regular code base. To be able to help properly I would need the code for the node you wrote and a screenshot of your animgraph setup.
Dustin
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Gotcha.
I’ve logged an issue that you can follow here: https://issues.unrealengine.com/issue/UE-359890
This is most likely caused by how FAnimNode_SaveCachedPose::PostGraphUpdate() has logic to set the global weight, and it’s very naive, taking just the highest value.
Dustin
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We solved the issue with these anim node changes (diff of .cpp file):
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Thanks, I’ve forwarded it along to the devs for consideration.
Dustin
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Hello, since this function isn’t exposed to Blueprints, you need to make it accessible in C++.
float UAnimInstance::GetSlotNodeGlobalWeight(const FName& SlotNodeName) constPlease refer to the image above for the logic of the Animation Blueprint.
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