TFP Crouching Animations

I am having a strange issue with the crouch blendspace I created. I have looked at many youtube videos and a number of threads on the forum and have not seen an issue quite like this, as it usually involves animations not playing correctly or not working at all.

I am able to use all of the animations in my regular idle/movement. I can override default animations for interactions or events with no issues either.

When I press my crouch key, the crouch animation takes place and looks correct. The issue is, that even though the transition to crouching works and the animation plays, it only will play the idle animation, effectively just sliding the player around.


Idle


Crouch

I also made sure my speeds and directions were correct in the blendspace.


Crouch Blendspace

Eventgraph

State Machine

Any insight would be great. Thanks.

Theres all sort of things apparently wrong here.

For starting out - whatever you have been following is wrong:
Nowhere should you have any code reading the character information in the animation blueprint - it’s supposed to be the other way around.
The character blueprint controls the animation blueprint variables.

Second, your state machine makes little to no sense.
A blendspace has 0 speed as well as max speed, so the idle and movement are usually all part of the same state.
Second.5 - without knowing your state changes we cant really know, but ill go out on a limb and just assume you are doing those wrong too.
The transitions should occur without any code checks, usually not even math based <=, ==, >=, and, or, etc.
A single boolean, toggled by the character blueprint should be what drives state change transitions.
With an exception, in some cases you just toggle the auto transition button which internally shifts state after an abimation has finished.

Third, your blendspace appears to be backwards potentially.
You have 3 animations at 0 speed, and 1 animation at 50 speed.
Now it could be you are just going from a sideways idle to a straight forward walk, but if that is the case, just ditch the blendspace alltogether… for a single animation, use a single state machine with a direct output.

Before going forward with anything, look up and learn about fastrack. After you know the basics, getting back into how it should actually be done is probably going to be a lot easier, even as a beginner. It’s essentially 2 different ways of thinking, and yes, one of them is just entierly/unapologetically wrong… in spite of it being seen throughout all epic’s content.

Unless I am misunderstanding what you mean by the character blueprint controlling the animation blueprint, my character blueprint flags variables when I press a key, i.e. the crouch key, that then activate the animation blueprint variables to allow the boolean transistions.

The idle and movement are on the same blendspace, but I made a secondary one for crouching, unless that is the wrong way to make crouch movement?

My state changes are just a boolean. Like I said, the crouch animation occurs, the crouch blend space won’t change with speed like my idle/walk/sprinting does.

The blendspace has 6 animations(I want to add more later), 3 idles at zero, and currently just 3 for the 0 degree and 180 degree, -180 degree at speed 50.

It all appears to be working in the blendspace just like my idle/movement one.

I will look into that, thanks!

Just wanted to mention I figured it out.

I hadn’t set the variables for the crouch blendspaces in the event graph, so even though the player speed had changed to crouch speed and the crouch idle occurred, the crouch blendspace speed and direction was not being set.

It works now.