diff --git a/Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp b/Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp index 8fd3cb2a7298e8c60b49a232a914272b3fe63f6c..d10577c5421f1da99cc2ac0c8adec8a7954e9908 100644 --- a/Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp +++ b/Source/CharacterPlugin/Private/Helper/VHFaceAnimation.cpp @@ -188,6 +188,14 @@ void UVHFaceAnimation::TickComponent(float DeltaTime, ELevelTick TickType, } + else { + if (bResetFaceAfterFinish) { + //in case this is used together with a FacialExpression + //we have to do this, so that the right data is pulled from the + // FacialExpression component every frame (especially before staring that actual animation) + ResetFace(); + } + } } bool UVHFaceAnimation::InternalLoadFile(FString FileName) diff --git a/Source/CharacterPlugin/Public/VirtualHuman.h b/Source/CharacterPlugin/Public/VirtualHuman.h index df5779f73b06e9df6c135e7d9116c9f1b4ee9a0b..9032844c30a534ec2bbea99397658f851738deba 100644 --- a/Source/CharacterPlugin/Public/VirtualHuman.h +++ b/Source/CharacterPlugin/Public/VirtualHuman.h @@ -114,7 +114,7 @@ protected: //custom idle animations can be specified t o be used (played in the DefualtSlot) //CAUTION: this currently does not work together with walking or pointing - UPROPERTY(EditAnywhere) + UPROPERTY(EditAnywhere, BlueprintReadWrite) TArray<UAnimSequence*> CustomIdleAnimations; private: