

You can locate and adjust these settings by selecting the transition and locating the Blend Settings category in the Details panel. Standard Blend is the default transition option and contains settings for duration, curve, and other basic controls. You can choose any of these types by selecting the transition and locating the Blend Logic property in the Details panel. There are three main types of state transition blending you can use when deciding how you want states to transition: Standard Blend, Inertialization, or Custom.

The other properties can be referenced in the Montage Notify page. If a Notify State is used, then the interruption executes both the start and end notify events in sequence on subsequent frames. You can specify either a Notify or Notify State Class to link to the interruption. To set up transition interruption notify behavior, select the transition and locate the Transition Interrupt properties in the Details panel. This makes those notifies execute when the interruption occurs. When this interruption occurs, you can link certain Animation Notifies to the interruption. While transitioning, if another state becomes active, then the transition will "interrupt" and transition to that new state instead. In the State Machine, which searches for the notify in a specific State Machine. In the source state, which searches for the notify in the previously active state (the state being transitioned from). In any state, which searches for the notify in all active State Machines. The main differentiators between the notify function checks are if they are searching: Returns true if a Notify, specified by class, was active in the previous tick. Returns true if a Notify State, specified by class, was active in the previous tick. Returns true if a Skeleton Notify, specified by name, was triggered in the previous tick. You can add these functions by right-clicking in the transition graph and locating Was Anim Notify… functions. There are also several Animation Notify functions that you can use within the transition graph. This function is useful if you want to reference a specific animation directly, rather than by relevance.

Gets the current time remaining (in seconds) of an animation within the state this transition is going to. Gets the current time remaining (in seconds) of the most relevant animation within the state this transition is going to. Gets the current elapsed time (in seconds) of an animation from the preceding state. To do this, open the state graph, select the animation nodes you want to exclude (sequence players, blend spaces, aim offsets, or similar), and enable Ignore for Relevancy Test from the Details panel. When returning to the default state, the inverse of the bool is used.īecause states can potentially have multiple animations with equal relevance, you can disable those animations from being checked and used in relevant-related functions. In this example, a bool variable is being used to provide the transition rule. A true value is used to determine whether the state can transition to the next state.įor example, when transitioning from idle to run, and then back to idle, the logic might look like this. Within transition rules, you can create any variety of blueprint logic for checking and comparing, all with the purpose of outputting a boolean (true or false) value. Like states, you can see and access them from either the My Blueprint panel, or by double clicking the transition icon in the State Machine graph. Transition rules are automatically created when you create a transition. In other words, it is not enough to simply define a transition, you must also define how and when the transition happens. While transitions control the structure of inter-state blending, transition rules control when a state can transition. Transitions are single-direction, so if two states are intended to transition back and forth, you need to create a transition for each direction. In this example the Idle state is connected bi-directionally to the Run state, which is a common setup for basic locomotion State Machines. To create a transition, drag from a state border to another state. To control which states can blend to another, you can create transitions, which are links between states that define the structure of your State Machine.
