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.
Here are the sockets I wish to use to create a trail between them.
Here I hook up the particle emitters as child to my skeletal mesh in the Pawn class
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?
asked Oct 02 '14 at 06:42 PM in Blueprint Scripting
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.
Here in my persistent level, I initialize my variable and start up the anim trail event (Begin Rainbow)
These are the events controlling the visibility of the trail in my Pawn
Here I set a condition for the Rainbow On event. The character has to have overlapped with the collectable.
answered Oct 12 '14 at 02:48 PM
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