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Windows 11, Vulkan API 1.3.224 - Forward+, NVIDIA - NVIDIA GeForce RTX 3070 Ti
Issue description
I have an AnimationNodeStateMachine connected to an AnimationNodeOneShot in an AnimationNodeBlendTree. The first time I fire the one shot, the StateMachine's animations play as they should. Any subsequent fires of the OneShot and the BlendTree's animations don't play. I get a 1 frame flicker but that's it. It seems like they're not resetting as they should once the StateMachine exits.
Steps to reproduce
New godot project
Have a 3D character with Idle, Jump, Falling animations
Add an AnimationTree to the character with AnimationNodeBlendTree root
In the blend tree Add the Idle animation and a StateMachine connected to a OneShot that outputs like so
In the StateMachine have the Jump anim connected to Falling (switch_mode: at end) connected to End (expression get_parent().is_on_floor()) like so
Add your character to any map where he can stand on something, Set your 'jump' action in Project - Settings - Input Map and play.
On first jump he'll animation as he should. On second, third etc he won't. The StateMachine's animations aren't playing from the beginning like they should be.
Godot version
v4.0.stable.official.92bee43ad
System information
Windows 11, Vulkan API 1.3.224 - Forward+, NVIDIA - NVIDIA GeForce RTX 3070 Ti
Issue description
I have an
AnimationNodeStateMachine
connected to anAnimationNodeOneShot
in anAnimationNodeBlendTree
. The first time I fire the one shot, the StateMachine's animations play as they should. Any subsequent fires of the OneShot and the BlendTree's animations don't play. I get a 1 frame flicker but that's it. It seems like they're not resetting as they should once the StateMachine exits.Steps to reproduce
On first jump he'll animation as he should. On second, third etc he won't. The StateMachine's animations aren't playing from the beginning like they should be.
Minimal reproduction project
MRP available here: https://github.com/Flynsarmy/godot4-statemachine-problem
git clone, open the project, hit play and space to jump. FIrst time it'll work, second and onwards it won't.
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