UMG OnAnimationFinished called few seconds later

Hello,

After compiling UMG widgets with 4.10, blueprint OnAnimationFinished event and c++ OnAnimationFinished_Implementation seems to be called few seconds later.

However widgets compiled with 4.9 but executed with 4.10 seems to behave correctly.

Karlitos.

Hello Karlitos_sf,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?

You can easily reproduce the bug.

  1. Create a new 4.9 third person project
  2. Create a new widget which is a simple text block and add it a basic scale animation

http://image.noelshack.com/fichiers/2015/43/1445275299-widget.png

http://image.noelshack.com/fichiers/2015/43/1445275301-widgetgraph.png

  1. Add widget to vewport on begin play

http://image.noelshack.com/fichiers/2015/43/1445275297-thirdpersoncharactergraph.png

  1. Save and close project
  2. Switch project unreal version to 4.10
  3. Open project and recompile the widget

By now, OnAnimationFinished event should be called ~3s (on my computer) after animation finished.

Same behavior if I reparent the widget with a custom c++ widget and reimplements OnAnimationFinished_Implementation.

I was able to reproduce this issue on our end. I have written up a report (UE-22334) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

You’re welcome :slight_smile: