Mojira Archive
MCM-936

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)

  1. Create a new world with cheats enabled and the provided resource pack applied.
  2. Ensure you are in creative mode and spawn a blaze with a spawn egg.
  3. 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.
  4. Change your gamemode to survival and get the blaze's aggro.
  5. 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:

Unresolved

Cade Anderson (Edacth)

2020-02-11, 11:19 PM

2020-02-12, 08:37 PM

1

1

Future Release

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