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How can I activate an Anim Trail in my Pawn Blueprint from a Level Blueprint?

I am trying to do an easter egg in my game. I want the player to be able to pick up a collectible that will trigger a rainbow Anim Trail. (Tribute to Nyan cat) So far it works perfectly if I set it up directly as an Anim Notify State > Trail.

However, I wish to call it from a blueprint I and I can,t quite figure out how to do it. I've read and applied the documentation but my trail still won't work.

Sockets Here are the sockets I wish to use to create a trail between them.

Pawn Components Here I hook up the particle emitters as child to my skeletal mesh in the Pawn class

Level Blueprint Here I try to activate them using a simple trigger volume and referencing my Pawn Blueprint in order to get the Rainbow Trail actor.

Any idea as to why this simple task doesn't compute?

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asked Oct 02 '14 at 06:42 PM in Blueprint Scripting

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Jbenoitleroux
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I found the solution to my problem. Since I don't have a programmer's background, I didn't know I had to initialize my variable in order to use it.

Trail Fix 01 Here in my persistent level, I initialize my variable and start up the anim trail event (Begin Rainbow)

Trail Fix 02 These are the events controlling the visibility of the trail in my Pawn

Trail Fix 03 Here I set a condition for the Rainbow On event. The character has to have overlapped with the collectable.

trailfix01.png (205.8 kB)
trailfix02.png (259.7 kB)
trailfix03.png (259.1 kB)
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answered Oct 12 '14 at 02:48 PM

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Jbenoitleroux
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avatar image Jbenoitleroux Oct 12 '14 at 02:50 PM

For some unknown reason, the appearance of the trails take a really long time to show. Sometimes I have to bounce in my collectible volume for a minute in order for them to show. Any idea as to why it is not instant?

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