AnimBlueprintLog: Error: Current state is a conduit and will reset to ref pose. This can happen if a conduit is an entry state and there isn't at least one valid transition to take. State Machine(TestStateMachine), Conduit(Conduit), AnimBlueprint(/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/ABP_UnarmedAnimLayers.ABP_UnarmedAnimLayers).
AnimBlueprintLog: Error: Current state is a conduit and will reset to ref pose. This can happen if a conduit is an entry state and there isn't at least one valid transition to take. State Machine(TestStateMachine), Conduit(Conduit), AnimBlueprint(/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/ABP_UnarmedAnimLayers.ABP_UnarmedAnimLayers).
AnimBlueprintLog: Error: Current state is a conduit and will reset to ref pose. This can happen if a conduit is an entry state and there isn't at least one valid transition to take. State Machine(TestStateMachine), Conduit(Conduit), AnimBlueprint(/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/ABP_UnarmedAnimLayers.ABP_UnarmedAnimLayers).
In the test state machine, the transition to "idle" is always true, so this issue shouldn't reproduce.
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See https://udn.unrealengine.com/s/question/0D54z000082TGj8CAG/conduit-entry-nodes-in-fanimnodestatemachine?fromCase=1 for more details.
Note: Same issue occurs on game mode end. Fixing this will be specific to handling all the "end" scenarios in your game for your characters. Current fix only addresses on-death.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-172638 in the post.
7 |
Component | UE - Anim - Gameplay |
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Affects Versions | 5.1 |
Target Fix | 5.7 |
Fix Commit | 43622166 |
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Created | Dec 12, 2022 |
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Resolved | Jun 18, 2025 |
Updated | Jun 26, 2025 |