UE4 animation sequence

Discuss issues pertaining to the various game/web runtimes of Creature here.
Post Reply
Rinzzler
Posts: 41
Joined: Wed Dec 30, 2015 3:41 pm

UE4 animation sequence

Post by Rinzzler » Wed Feb 17, 2016 12:49 pm

Hi

I need to make a sequence in UE4, play one animation from start to end, without looping(already set that), and then another animation.
How does Creature manage the end event? I did manage to bind event to the CreatureAnimationEndEvent and it prints out my string 'Done' (shown in the image) when the first animation ends (frame 40) but it does not change the animation, it just stops at the end frame of the first one.

Thanks in advance

Image

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: UE4 animation sequence

Post by chong » Wed Feb 17, 2016 3:55 pm

Hello,

You can try calling this function after you set the animation to blend to:

Code: Select all

UFUNCTION(BlueprintCallable, Category = "Components|Creature")
void SetBluePrintAnimationPlayFromStart();
This will set it to play from the start for a new animation without looping.

Cheers

Post Reply