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: