how can I change the GASP 5.5 movement to always use the state machine setup. I know theres a button you can walk over to display a widget where you can enable the state machine setup, but I must’ve deleted the level from my project and just want to know a solid way to enable it permanently. please lmk asap, thank you.
Hey there @Jambo857! Looks like you can just change the default Boolean for it in the character’s Animation BP. I decides between the full motion warping mode and the state machine setup with the boolean Use Experimental State Machine
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Let me know how it goes!
i did this yesterday and it worked, but as ive booted my project up today, i can see that its reverted back to the motion matching. ive tried disabling the boolean and re-enabling it but it still hasnt worked ;/
Interesting! I decided to take a look at the button that enables it in the widget to see if there is anything else being done. It seems there’s a Cvar being set : DDCVar.ExperimentalStateMachine.Enable
You may also be able to connect the state machine portion at the beginning of the AnimGraph in the AnimBP directly skipping the Two Way Blend altogether:
thank you for your help so far, but im still struggling. putting the two way output from the blend stack to the apply mesh space additive messed things up. i tried playing around with connecting different nodes and i either got an a pose with no animations or a result where movement would cause the camera to quickly fly upwards for some reason. i really dont understand this. i see theres the button to enable and disable the state machine setup in the utility widget, im wondering if theres a way to have that button automatically enabled instead of disabled. if there is, please let me know how. thank you.
aha. i finally figured it out. im not sure if its the most efficient solution, but itll do for now lmao. turns out all i needed to do was go into ABP_SandboxCharacter and go to the Event Graph. then i can put the node Event BlueprintBeginPlay and link it to Get Console Variable Bool Value with the command “DDCVar.ExperimentalStateMachine.Enable”. then i went to the Update_CVarDrivenVariables tab and disconnected the link from the sequence to the Get Console Variable Bool Value node on there. this way the state machine setup is enabled at event begin play instead of being conditional like before. again, i dont know if this is the most efficient way, but it seems to have achieved what i was wanting, so it works for me lol. thank you for your help.
Glad you got it! That’s why I mentioned the Cvar there, as it might not work appropriately without it and that boolean was only a portion of what was needed. This does beg the question, what else that command doing in the background, but a mystery for another time since this works out!
yes. thank you again for your help!