Playing an animation on top of one that finished snaps the object back (EventGraph)
Just to preface -- I'm NOT using AnimBlueprints here, just basic animations fired in an object's Event Graph.
From the attached graph, I'm testing to see if an object is in an array. If it is not, add it and play the 'open' animation. If it is in the array, delete it and play the close animation. I can get the animations to play, however not properly.
What happens is that the 'open' animation plays fine. However when I delete the object from the array, the animation to close doesn't seem to play through. Although it does pop back to the 'closed' position so it is getting to the final frame ok.
Is there a step here I'm missing to make the 'close' play back as in the Animation asset? I've tried out "set animation" but I'm not sure what that does exactly and it didn't give different results.
Thank you, John
asked Apr 15 '14 at 02:53 AM in Blueprint Scripting
Could you do this repetitively? Once it plays close, and can you do them to play open again?
I'm wondering if some state of animation isn't reset (such as position), so if you have them play open again, it will be broken too? Does SkeletalMeshComponent have AnimationSingleNode for AnimationMode since you said you're not using any AnimBlueprint?
answered Apr 15 '14 at 08:56 PM
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