Summary
As the title states, when calling play animation on SG skeletal animated components, they seem to be failing silently in certain contexts, and then playing fine in others. Whenever they fail, they do not report back with a print statement which they should if the animation failed to play.
We have tested many variations and can not find a common link or reason as to why certain components won’t play their animations, and why others (exact same meshes and animations as the working ones) play them just fine. This is with the EXACT SAME CODE BEING USED TO CALL .PlaySkeletalAnimation in both scenarios.
What we have tried:
Spawning them regularly with everything else commented out and using code exactly as stated in the epic documentation, still didn’t work.
Copying and pasting exact same code from working slots didn’t work for some reason.
Changing entities the component is attached to (1 down from sim entity) didn’t work either.
Completely different code didn’t work either.
Animating components that are removed and added back to the simulation entity still animate correctly, but those that aren’t playing the animation correctly don’t start playing it when removed and added back to sim entity.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
Very difficult to provide anything concrete considering we’ve started experiencing it out of the blue and don’t know what is causing this.
Expected Result
Animations on sg sk animation components should be playing correctly OR failing and not playing animation
Observed Result
Animations on sg sk animation components should be playing correctly OR failing, but they don’t fail AND they don’t play the animations
Platform(s)
PC