Animation Blueprint: AnimGraph Flow

MaxPower42
Wed, 20 Jul 2016 13:05:19 +0000
Character & Animation

I’ve got some major problems with my Animation Blueprint

The setup:

There is a state machine that deals with a character’s “actions” like aiming, attacking etc.

The result of that Action-SM gets blended together with the output of the Locomotion-SM

Some actions (or sequences) need to be applied as an interpolated blend, while some need to be applied as additive

I let the state-machine trigger events when entering a new state, which can potentially switch animations between additive or non-additive

The event sets an “Additive”-bool accordingly, which is used by the anim-graph to pick the correct blend-node

And here is the problem:

The state machine triggers the event and immediately starts playing the new animation

The AnimGraph, which already picked a blend-method based on the bool-value from BEFORE processing the state machine, won’t adopt to the new mode until the next update

And this can result in a one-frame glitch where an additive animation is blended with the locomotion as non-additive, or a non-additive as additive. :’(

I’ve been thinking about solutions, but nothing seems to work.
Somehow I would need the state machine to be processed at the very beginning of an update, but I don’t see how that’s possible.

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