A bit of help with Paper2D + blueprint?

Hi, thanks for your help :slight_smile:

I’m trying to create slashing logic for my 2D game. So far I have it set so that when the player presses “z”, some things happen, and then I have it set to divide the number of frames by the framerate and use that number as a delay and afterwards to go back to the previous animation. The reasoning behind this is that by doing it that way, the animation stops playing after it’s done. The issue is that it’s not very precise, so you might get a glipse of the frame that starts the next loop. I can’t just disable looping, because if I disable looping then it’ll ruin all the other animations as well, and for some other reasons as well (trying to keep this short :p).

So, basically, what I’m asking your help for is with figuring out a way (using blueprint) to detect when the animation is done playing, so it can stop the player from slashing. Thanks!

You can make events fire at certain frames in an animation, so you would just put an event in the final frame. I’m pretty sure this is how most games implement footstep sounds to get the sound to line up with the player’s feet hitting the ground no matter what speed they are walking/running. If you’re stuck, look up a footstep sound tutorial.

Thanks for your reply! I remember doing something like that a while back, but that was only with 3D animations, not Paper2D. Any idea how I would accomplish this in P2D?