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.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-172638 in the post.
5 |
Component | UE - Anim - Gameplay |
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Affects Versions | 5.1 |
Target Fix | 5.6 |
Created | Dec 12, 2022 |
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Updated | Oct 3, 2024 |