I’m having a problem, where animations in sequencer have started have started moving in the world. These are animations that have worked before like Run forward.
Now, they just run in place.
So wanted to see if there was a specific problem in my project, or if I’m missing something so I downloaded the Game Animation Sample to figure out if it’s just me. I added the
As you can see in the screenshot the skeleton is moving across the scene, but the animation is just playing in place.
I have added Slots to the Anim BP for GASP, to enable blending between gameplay and cutscene, which is my core goal.
On a sidenote, before this I had the problem that after the cutscene was played, in my own project, the character snapped back to the original location, even when I had “When Finished - Keep State” enabled, I followed the the article about Blend gameplay and Sequencer to a tee.
I added this to my BaseEngine.ini and the project’s DefaultEngine.ini - after reading that the “Keep State” for some folks get reset despite selecting it in the sequencer (Right click animation track):
[/Script/LevelSequence.LevelSequence]
DefaultCompletionMode=KeepState
[/Script/TemplateSequence.TemplateSequence]
DefaultCompletionMode=KeepStated
While it worked and the character doesn’t snap back anymore.
However, all of a sudden all mouse input after the cutscene makes the character really erratic, moving a lot when using the mouse with a factor of x20 it feels like.
- Nota bene: If only happens after my character has been in a cutscene where the blend is done via my new slot and the “Keep State”.
Also melee combat, ie punching stops working.
And my climbing system stops working.
The only things that works is using WASD, jumping, sprinting, crouch walk etc is all good.
The things I have done according to the official tutorial about blending cinematics and gameplay:
- I added a new Slot in the animation blueprint, but removing that Slot still causes this, essentially doing something with my anim graph?
In the video, I show the before and after going into sequencer: I can run around and do everything and then after the cutscene all mouse input, but not WASD gets exaggerated a ton
Why I don’t get, but it seems like my character gets in some sort of limbo after triggering the sequencer/cutscene.
It can pass through anything and not interact with anything, why is combat stopped working, or climbing, no collision.
It feels like the character is still stuck in a cutscene or something, but is in the gameplay
Hey all,
Sequencer does not simulate physics.
Generally speaking to even record character motion you have to do a take, while the system is running, and you control the object or character in the path you want whilest performing the actions you want.
Otherwise, simply do not use the character.
Drag meshes and animations directly into the scene and set them up however you need to play out.