Keyframe Name Randomly Changes [NEW PROBLEM]

This place has it. If any keyframes are reached, you’ll be able to read about it in the local console.

Controls to activate animations are C, F, K, and P. All of them are having this issue. You can reset your character to test again.

I’m seeing key frames printed for all of the animations. Only K seems to have an ‘End’ key frame though.

‘P’ Animation has 7 keyframes
‘K’ Animation has 6 keyframes
‘C’ Animation has 6 keyframes
‘F’ Animation (right handed) has 5 keyframes
‘F’ Animation (left handed) has 5 keyframes

For the ‘F’ animation, I have two - it alternates. It’s supposed to provide a bit of variety. Left and right jab, basically.

Any update on this?

Ok, the issue is that you’ve put the AnimationTrack you’re playing in the local scope of the animation playing function. So when you attach the callback to it, that will only fire as long as the AnimationTrack is still around and in scope. This is why you get a few of the Keyframes, but only until the AnimationTrack is garbage collected. Then the callback won’t fire anymore, because that’s cleaned up too. You’ll need to keep that AnimationTrack around if you’re listening to keyframes on it.