Animation controllers do not play the particle effect of newly transitioned states
Partner Rank: (On a scale of 1 to 4 where 1 is the most important, how would you rank the importance of this bug?)
Rank 3
Partner Team Reporting:
Gamemode One
Verification builds:
Minecraft.Windows_1.14.2002.0_x64_UAP.Publish_Test
Summary:
If you have a particle effect running from a client animation controller, and then you transition into another state, the particle effect of the new state will not play.
Impact:
We are completely unable to change the particle an entity is emitting with an animation controller. This impacts a couple pieces of content which depend on particle feedback majorly. No workaround is known for this issue.
Repro Steps:
(Step by step instructions to reproduce this bug)
- Create a new world with cheats enabled and the provided resource pack applied.
- Ensure you are in creative mode and spawn a blaze with a spawn egg.
- Observe the blaze playing it's 'charged_flames' particle effect by default. This resource pack includes this particle effect in both the "default" and "flaming" animation states of the blaze.
- Change your gamemode to survival and get the blaze's aggro.
- Observe the large fire particles disappear.
Observed Results:
When the blaze targets the player it switches to its "flaming" animation state. When it swaps, the particle for the "flaming" state does not play.
Expected Results:
The "charged_flames" particle effect should continue playing when the blaze targets the player since both of its states play that effect.
Screenshots/Videos attached: Yes/No
I have attached a resource pack to demonstrate the issue and a picture of the blaze's "charged_flames" particle effect
Regression Builds:
Unknown
Notes: