How to trigger widget animations base on gameplay events?
looking to play a animation in the umg i created based on events happenening in game.
ex: player picks up health and the health bar gets birghter/glows for a second or two.
i have the animation for that creted in the UMG but im unsure how to trigger it. I tried using a BP interface to trigger it from the "mycharacter BP" but it never fires in teh UMG.
is there a proper way to trigger a widget animation based on specific events?
asked Dec 17 '14 at 08:05 AM in Blueprint Scripting
Did you store the widget reference somewhere?
You will need that one so simply create a variable and when you create the widget set it.
Then if you trigger your pick up event you get that reference and call your function in there.
Another option (if your animation is not related to other things in that hud) would be simply creating a new widget and destroy it just after that animation.
I hope this helps.
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