Description

Setup: Blend by Bool>Slot>Final Pose. Say the bool starts on true. While playing a Montage on the slot, flip the bool value to false. After the montage finishes, the blend node will start on true and then blend to false.

Since we have a feature with State Machines called "Skip First Update Transition" that sort of allows the State Machine to jump to the correct state after being re-initialized, It would stand to reason that there should be a way to make the above setup evaluate the False pose immediately after the blend is re-initialized.

Note: This happens whenever the active value is changed when the blend is not active, the montage was just the easiest example.

Occurs on?
4.15 - 3450819 - YES
4.16 - 3466753 - YES
4.17 - 3528824 - YES

Steps to Reproduce
  1. Open the attached project
  2. Open Test_ReinitializeBlend_ABP and ensure that Idle is in the False Pose and ArmRaise is in the True Pose
  3. PIE
  4. Set the debug filter in the ABP to the level actor
  5. Hit the T key to trigger a montage on the slot
  6. While the montage plays (two walk cycles), hit the G key to flip the TestBool from False to True

Result: When the montage finishes and re-initializes the Blend starts on the False pose and then blends to the True Pose
Expected: Either by default starts on the True pose with no blend or has an option to not blend when it is re-initialized after the Active Value is changed.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47056 in the post.

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Won't Fix
ComponentOLD - Anim
Affects Versions4.15.14.164.17
Target Fix4.20
CreatedJul 10, 2017
ResolvedApr 17, 2018
UpdatedMay 12, 2018
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