Playing an animation from start once active ?
Is there a way to play an animation sequence from it's first frame and then set it to loop ?
I have a ledge climbing system where I blend from an idle animation to a moving animation. My problem is that the animation blend randomly in the timeline of the animation. I need to restart the animation from 0 once it's branch is active (when the blending from the idle to the moving animation start). Otherwise I get some nasty transitions because some poses in the animation are too far from the idle pose.
I was able to do it in UDK via a custom animation node, with something like this (unrealscript code) :
Is this possible in UE4 ? Do I need a custom node too for that ?
I tried to use a State machine with a entry and then an idle loop but it didn't work. I could do a looping of a montage, but it's really not an elegant and optimized solution in my opinion. :'|
asked Apr 09 '15 at 08:51 PM in Using UE4
I'd recommend using states with climb and idle and make sure you have blending time for transition to be 0.f so not to be not confused with blending vs playing from start.
If you look at the state, it should show, where the animation starts when it gets activated. Inside of state, we reinitialize it whenever gets activated, so it should work.
answered Apr 10 '15 at 08:39 PM
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