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[UMG] How to actually play an animation from a widget?

UE4, 4.5.
I made an animation which change the alpha value of an image. Yet, I don't seem to get a it start playing in my level BP. alt textalt text How do I communicate to the level blueprint that it should play my animations?

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asked Oct 20 '14 at 11:50 AM in Blueprint Scripting

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JakobR
93 6 13 15

avatar image JakobR Oct 21 '14 at 01:03 PM

Is this feature working at all?

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3 answers: sort voted first

Hope this can help.

Do this in the UMG widget EventGraph

alt text

Put this in the Level Blueprint. alt text

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answered Oct 21 '14 at 04:36 PM

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naiyo
56 1 4 7

avatar image JakobR Oct 21 '14 at 06:09 PM

Thank you very much! This worked! Many thanks!

avatar image naiyo Oct 22 '14 at 12:41 AM

I'm glad you understood what I was trying to say. lol First time helping anyone here. I'm glad I could help!

avatar image JakobR Oct 23 '14 at 06:31 PM

There seems to be a problem , a bug?, with the touch interface on mobile. The animation overwrites the touch input joystick, so that it "freezes" the touch input, until the animation stopped playing. For example player moves forward with the mobile joystick - widget animation starts playing - player cant do anything , forcefully moves forward, since it froze in that position input - widget animation finishes/stops - everything is back to normal again.

avatar image naiyo Oct 25 '14 at 04:54 AM

I have to check that out. Maybe I did something wrong.

avatar image GGUERILLOT Sep 21 '16 at 11:10 PM

Hi ! Your BP is great ! I'm a beginner and I understood it easily :-) But on my playlets there is an issue : my widget, when add in viewport, appears during one quick frame at opacity 100% before playing my fade in animation (opacity 0 to 100%). Any suggestion ? Just know that if I put a delay node between "event construct" and "play animation", it increase the duration of this 100% opacity annoying frame...

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Hi guys, I think best way for doing this is crating a function in Widget class and put every thing in it(animations) and then try to call it from other blueprints, for instance you can do it like this. alt text then implement a function inside your widget class like below:

alt text

And finally use it where ever you want. Animation we'll be played each time you call this function. hope this works for you. alt text

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answered Apr 30 '15 at 01:11 PM

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Sourena
56 3 9

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alt text

You can call the animation from the widget reference in a character, level, etc BP or from the event construct in the widget BP.

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answered Aug 05 '18 at 03:59 AM

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Phazero
1 1 1

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