In a transition rule, the time assessed in "Time Remaining Ratio" Node does not include/factor time from the Pin Sequence of the animation node.
For instance, if the original animation is 20 frames and the animation referenced in the Pin Sequence is 40 frames, when the state is called when playing in editor, the Pin Sequence animation will only play for 20 frames.
1. Open a project that contains the Animation Starter Pack
2. Open ASP_HeroTPP_AnimBlueprint
3. Open RunJump(State)
4. Check (As pin) Sequence
5. On the Play Jump_From_Jog Node, Select "Prone_Reload_Rifle" as the Sequence
6. Open the Transition Rule from "Run Jump" to "Jog"
7. Note that time is calculated from the "Jump_From_Jog" Time remaining ratio.
8. Play in editor
9. Make character jog
10. While jogging, press space to "jump"
RESULT: The character plays "Prone_Reload_Rifle" animation but only for the length of the "Jump_From_Jog" animation.
EXPECTED: The "Jump_From_Jog" Time remaining ratio node to calculate the number of frames in the Pin Sequence animation so that, when prompted, the Pin Sequence plays all but the last couple of frames before blending back to another state.
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | OLD - Anim |
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Affects Versions | 4.9 |
Created | Aug 12, 2015 |
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Resolved | Nov 20, 2017 |
Updated | Jul 14, 2021 |