Currently, the Random Select node does not work correctly. Instead of picking a random state every time it is triggered, it will keep using the same state indefinitely. The only way to get it to pick a new random state is to manually update it or click on it in the graph editor.
[Animation Graphs] The random select node does not work unless manually updated or clicked in the UI
Hi @Noble_Draconian,
Thank you so much for testing the animation graph. Have been awesome to see all the graphs you’ve shared!
It looks like some settings on the RandomSequence node might be causing this behavior:
- The
PlayCountis set to 1, which means it will only play one clip at a time. - The
Seedis set to -1, which means the RNG will generate a random Seed the first time the RandomSequence node plays. Subsequent plays will use the sameSeed, which explains why you see the same input getting picked.
For it to pick a random input each time, you will want to parameterize the Seed property as well.
Hi,
Yes, because it’s a one-shot animation. The longjump triggers when the avatar enters the longjump state, then the avatar transitions to either a falling state, landed state, etc.
This doesn’t really behave how I was expecting it to - if I have a random sequence clip, I’d expect it to trigger a random node each time the clip is active, not trigger the same one.
Are my needs better suited by a hypothetical Random Select node?
Perhaps a Random Select node would be what you’re looking for (or the current Select node with a parameterized “Selection” field, where you wire a parameter to “Selection” and that parameter is set to a random input each time).
This doesn’t really behave how I was expecting it to
I’ll bring this back to our team and see if it makes sense to change the default behavior of RandomSequence. We originally intended to have it behave this way so that you can see the same random sequence played back each time.