Animation Engine - Runtime Changes and Fixes

We’re finally moving today to Phase 2 of this rollout. What this means is default behavior of Workspace.AnimationWeightedBlendFix is becoming Enabled, rather than Disabled. If your game was affected and you have this property manually set to Disabled, it will remain opted-out for the duration of Phase 2. During this phase, you should be working on making whatever changes are needed to make your game work with the property Enabled, since Phase 3 is removal of the property, leaving it fully enabled for all places.

For blending breakage related to reliance on the stack-like behavior of same-priority animations, the simplest fix is to make use of the Action2, Action3, and Action4 AnimationPriority Enum values to override Action priority animations temporarily, as you would have previously done by simply playing another track at Action priority (which worked most of the time, though not as reliably as developers believed).

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