No animations when using Add Actor Offset to get spawned NPCs to either run left or right.

CAMERA ACTOR BP (shown dragged into world on video)


I am currently having to use Add Actor Offset to get them to move, as you can see in the video they have no animation. OR gravity it seems. I have seen the animation issue like this before, and it seems I have to get that capsule movement speed to the ABP. But so far I have not got it.

Any help is appreciated.

bump ba bump

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The animation BP the template offered, reads character’s velocity to determine whether to play animations.

Nodes like set actor location,add offset…are like teleporting frequently.they don’t change velocity so it’s always 0,so that animation BP thinks it didn’t move.
Either use add movement input,or create a a Boolean called moving or something,set it to true when you set character’s location,have ANim BP to track of that Boolean.

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I have ran into this before, and I think the solution was to get the velocity of the capsule component and feed that to a speed float, then feed that into the ABP speed variable. But this time off the capsule component going into a get physics linear velocity into a vector length into a print string I show 0 speed.

And I switched to another project and for reasons I don’t know the add movement input is not working like it was, like the last thread. Any idea what is going on there? Thanks

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last thread?I remember it wasn’t animation problem.could you show BP and video?(the add movement input doesn’t work one )

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I just discovered something, I went back into that other project where AMI worked and took some things over. It seems that AMI works on dragged into the world bps but not spawned characters. My dragged in NPC’s run off AMI just like we had shown. But my spawned in NPC’s just sit there. Any ideas there?

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In the NPC blueprint search for:

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That was it! I would not have ever found that. Thank you!. I got it to work in that original project but for some reason not the newer one. This also fixed the issue of no gravity, make of that what you will.

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