Something problematic with the blend mask and the animation blueprint

Hey people.
I have made some blend mask on my skeleton but something strange is happenig, it seems like I have to open my animation blueprint and compile it for the blend mask to work… Like everytime I open the project, if iI do not compile (without even editing anything) the animation blueprint, the blend mask won’t work so the character won’t even do the animation… How can I fix that?

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I have the same problem

I’m getting the same issue. Also reported by other devs in this thread: Blend Mask not being loaded by AnimBP correctly until reload/recompile? - #2 by DELGOODIE.

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I sounds like a bug in Unreal Engine, meanwhile does anybody have a workaround for this?

@JPHarveyInvoke @Online_Learner_xniR0 @jayo2j @Anti-Wisdom

The solution I’m currently using is Branch Filter instead of Blend Mask. Not great if you want to have more control over which bones get modified but until this bug gets fixed I don’t see a better way :frowning:

I have same issue. I must recompile blue print to make blend mask work

That’s the solution I arrived at, yea. So far I’ve lucked out in that I haven’t needed anything more complicated than a branch filter yet, but that’s not gonna last.

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i managed to fix it, cherry pick from 5.1 can u with 5.0, just using it for comercial game project.
or u can go to 5.1 to fix this
https://github.com/windystrife/UnrealEngine/commit/eef809b8d181c821caccede3208b1e3a9c70b956

i managed to fix it via cherry pick commit from 5.1 for 5.0,
you can use this or go to 5.1 to fix this stuff
https://github.com/windystrife/UnrealEngine/commit/eef809b8d181c821caccede3208b1e3a9c70b956