Hi Guys, I think I have a similar issue.
In my use case StartJump Is a state playing a blendspace.
Return value gets really big.
A bit of search in UE4 code leads me to this method
float FAnimInstanceProxy::GetRelevantAnimTimeRemaining(int32 MachineIndex, int32 StateIndex)
{
if(FAnimNode_AssetPlayerBase* AssetPlayer = GetRelevantAssetPlayerFromState(MachineIndex, StateIndex))
{
if(AssetPlayer->GetAnimAsset())
{
return AssetPlayer->GetCurrentAssetLength() - AssetPlayer->GetCurrentAssetTimePlayRateAdjusted();
}
}
return MAX_flt;
}
And it seems that Max_flt is the value I get.
Any idea how I could get proper value?