The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition.
Normally this is sufficient, although if you blend between two states A and B such that you interrupt the first blend and transition back A -> B -> A this will give incorrect values as we're already part way through the transition.
We essentially need the query alpha from the FAlphaBlend update on the transition. Unfortunately all the data we need to identify active transitions is editor only, so we need to expose that so we can go from a transition descriptor to any active transitions for that descriptor.
1) Create an animation blueprint with a state machine containing 2 states
2) Add a transition from each state to the other state
3) Add 2 bools and set them to trigger the transitions
4) Start the first transition and interrupt it with the second
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
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
How to achieve HLSL Multiple Render Target in Material blueprints?
I can't open my map from the editor.
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-29180 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.11 |
Target Fix | 4.13 |
Created | Apr 7, 2016 |
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Resolved | Aug 9, 2016 |
Updated | May 18, 2020 |