Hi, I am trying to figure out how to get better gameplay controls for my character and I have started studying the starter content of the 3rd person starter content provided in the default file by Epic. And I am trying to figure out how to take their setup and convert it into my character perfectly so that I can have better jumps and move on from there. So I copy and pasted their Event Graph from the Manny character and put in all of the variables and I plugged in all of my animations into the AnimGraph appropriately then unplugged the Main State from the AnimGraph from everything and just plugged it right into the output pose and it will not leave the Idle state when I compile it and try it out. Is there anything anyone thinks that I might be missing?
Edit: So I made progress when I copy and pasted the nodes from the Event Blueprint Initialize Animation Graph, but now when I jump it blows my character up just as it is landing and then puts it back down. There is a delay in the jump animation, throwing my character up before it plays the animation. But, right now I am focused on figuring out what is blowing the character up for a small moment before returning it to normal.
Edit: When I change to Manny it works fine. I just cannot imagine why this transfer process would not work, when you break it down, there is nothing that looks like it should be causing it to blow up before the character lands. I changed it to Manny and it works just fine, even with the Main State in the AnimGraph plugged directly into the output pose. I did receive this in the output log if anyone maybe thinks it could be related. It mentions something about the Landing: LogWorldPartition: Warning: Invalid world bounds, grid partitioning will use a runtime grid with 1 cell.
PIE: Server logged in
PIE: Play in editor total start time 0.113 seconds.
AnimBlueprintLog: Warning: Trying to play a non-additive animation ‘Landing’ into a pose that is expected to be additive in anim instance ‘JackFrost_AnimationBP_C /Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_ThirdPersonCharacter_C_0.CharacterMesh0.JackFrost_AnimationBP_C_0’
So the output log said it all, duh. I had to take my landing animation out of the apply additive node and plug it directly into the output and the delay in jump was caused my an animation that was too long and I just had to take the wind up out.