Because this is not destructive, it has been determined that it will not be fixed since an attempt to fix something that is doing no harm may result in creating new issues.
Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint.
1. Download and open the following Project: [Link Removed]
2. Open: Content/Mannequin/Animations/ThirdPerson_AnimBP
3. Go to: the "Default" State Machine, click on the transition between Idle/Run and JumpStart
4. In the Transition's Detail Panel note the Start and End Transition Events: "IsTransToJumpStart" and "DidTransToJumpStart"
5. Go to: Content/ThirdPersonBP/Blueprints/ThirdPersonCharacter
6. In the ThirdPersonCharacter Blueprint Event Graph, right click and view that both Start and End Transition Events: "IsTransToJumpStart" and "DidTransToJumpStart" are available even though they do not function in this graph.
EXPECTED: Transition Notifies not to be available for selection if they do not function at this level.
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does UMG set overlapping layouts?
How to properly terminate the DoWork thread function in FAsyncTask?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Can I delete elements during the Map loop?
How to delete some elements correctly when deleting an array loop?
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | OLD - Anim |
---|
Created | Sep 21, 2015 |
---|---|
Resolved | Sep 30, 2016 |
Updated | May 18, 2020 |