Set Anim Instance Class doesn't trigger the AnimBP's Begin Play event

I have a character whose skeletal mesh has one Anim Blueprint when spawned, and at runtime I want to switch it to a different Anim Blueprint. I use the Set Anim Instance Class and select the class of the new AnimBP, and it does actually start the animation, but the Event Blueprint Begin Play node inside the new AnimBP never gets handled.

As a side note, while the Begin Play event never triggers, the Event Blueprint Update Animation event begins going off each tick even BEFORE the new Anim Instance Class node has been triggered. It’s extremely confusing! Is the Set Anim Instance Class node just buggy or is there some other way to change Animation Blueprints at runtime?

1 Like

Just a heads up in case anyone else needs help with this: I discovered that Event Blueprint Initialize Animation works basically the same way as Begin Play and it actually works. Seems Begin Play is just broken in animation blueprints for the time being.

3 Likes