I’m trying to make a state machine for my animations to transition from idle to run when the character is moving. I have it set so idle animation loops and that works fine. Then a wire going to run animation with a transition rule using speed variable greater then 0. Then a wire from run animation back to idle with a transition rule using speed variable equal to or less then 0. Like i said the idle animation plays fine but the run animation wont play and the speed variable will never change from 0. If i go to the Anim Preview Editor and change the default speed to something above 0 it will play the run animation instantly without the idle animation and will never stop. Can someone please help me? Been trying to figure this out for way too long.
How do you set that speed variable? Do you get the character’s velocity, get it’s vector length and set it to a float type variable continuously after Event Tick? And how do you transfer it to your animation blueprint? By casting to the character blueprint, getting that speed variable and setting it to another variable in your animation blueprint after Event Blueprint Update Animation?