[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.

How do I communicate to the level blueprint that it should play my animations?

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Is this feature working at all?

Hope this can help.

Do this in the UMG widget EventGraph

Put this in the Level Blueprint.

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Thank you very much! This worked!
Many thanks!

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

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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.

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

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.

then implement a function inside your widget class like below:

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

Hi !
Your BP is great ! I’m a beginner and I understood it easily :slight_smile:
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…

249472-

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