Very simple bug, I think it was even covered in the “making a 3rd person game from blueprints” video tutorials, but going back to them I can’t seem to find it anywhere.
Anyways, it’s when your character transitions from idle to walking, and it’s a minor animation bug where they dip down into the floor. What was the fix for this? Can’t remember.
Thanks a lot. I gave up on finding it in the video tutorials after spending about half an hour going through those, heh.
Okay, to be more specific, when transitioning from the “idle” to a “walk” animation - or to any other animation - the character sinks into the floor by a few inches for a brief moment then pops back up again. The “idle” animation is really the base pose - could that have anything to do with it? I’ve tried both disconnecting the animation final pose from the “play animation idle” so it’d revert to the base pose, and using an animation that’s just a few frames of the base pose. Both results had the same issue.
I think I remember having this issue during the third person blueprints game tutorial, and it being fixed by skeleton retargeting. That didn’t fix the problem here, though.
And these animations were made very specifically for this skeleton, so that really shouldn’t have been an issue, anyways.
So, again, base pose for idle animation - every time I enter or exit this pose, sinks into the floor by a few inches then pops back up very quickly.
So I’m pretty sure what it is is some error in the moving from one animation to another. Is there a way to make animations switch instantly instead of blending into eachother very quickly?