The wrong animation playing while jumping

I was wondering if anyone could help me out with a problem I’m having with the wrong animation playing for my player character.

This story begins with my attempt to make a dive kick attack inspired by the recurring jump kick attack from the various later Igavania-style Castlevania games:

epicnamebro-order-of-ecclesia

Just like in the Castlevania games I wanted the dive kick attack to be able to be performed as both a straight-downward kick like this:

Or at a downward-angle like this:

I managed to get the animation of the straight-downward version working correctly, however the problem that’s been plaguing me lies with the downward-angle version. Basically, after the player character performs the downward-angle version of the dive kick, the player character will then initiate the animation for the attack every time they jump instead of the proper jumping animation.

Before:

After:

I’ve tried looking through both the character’s blueprint & their animation blueprint over & over again but I can’t seem to find the source of this problem. Not helping matters is how complex the player character’s animations have become, making finding whatever is causing the problem into a find the needle in the haystack type-of-scenario.

Animation Event Graph:

Animation Graph (Straight Dive Kick):

#1.)

#2.)

#3.)

#4.)

#5.)

#6.)

#7.)

#8.)
image

Animation Graph (Angled Dive Kick:)

#1.)
image

#2.)

#3.)

#4.)

#5.)

#6.)

#7.)

#8.)

Character Blueprint:

As always, any help whatsoever would be greatly appreciated!

Can anyone please help me with this, I honestly I have no idea on what’s causing the angular dive attack animation to override the player character’s normal jumping/falling animations.

I’ve tried reviewing the animation graphs for both the straight downward variation of the attack, which works correctly, versus the angular version which doesn’t, but I can’t seem any significant differences between how the transition rules are set up. So the problem seemingly lies somewhere else but I don’t know where.

Is there something else I’ve overlooked that might be causing the problem? I’ve also tried debugging problem using breakpoints but it hasn’t yielded anything helpful so far.

Hey there @HungryMoogle! Judging by the symptom you mention of working once the first time, then the animation always plays, it sounds like your logic is either not resetting to a neutral state or a transition rule isn’t set appropriately.

The idea with the breakpoints was the correct path, stopping whenever you start an animation transition call and stepping through should allow you to follow the flow and see where the decision is made to transition there instead of the loop.

If the kick still works correctly mechanically and it’s just the animation, you have half the information you need to ignore much of the mechanical portions of the blueprint.

1 Like