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
UE4 animation sequence
Re: UE4 animation sequence
Hello,
You can try calling this function after you set the animation to blend to:
This will set it to play from the start for a new animation without looping.
Cheers
You can try calling this function after you set the animation to blend to:
Code: Select all
UFUNCTION(BlueprintCallable, Category = "Components|Creature")
void SetBluePrintAnimationPlayFromStart();
Cheers