Unity's Animator "Trigger" and "Exit Time" transition parameters in Unreal Engine?
So I'm porting my game from Unity to Unreal to see which is better and at this point I can't find one thing, a "Trigger" and an easy "Exit Time" parameter in animation transitions, haven't found anywhere on Unreal Answers yet.
In Unity's Animator system you could set up floats, booleans, integers an EXIT TIME and TRIGGERS as transitions parameters between animations, however, I can't seem to find something equivalent in Unreal. The way they functioned were as follow:
Exit Time: A transition to another state can only occur after a certain % of the total duration of the animation has played. If my Exit Time is 0.7 and the animation is 2 seconds long, the transition can only occur after 1.4 seconds of the animation has passed. Trigger: A one time boolean that you set up via the code animator.SetTrigger("TrigggerName"). The trigger would stay true UNTIL IT WAS USED IN A TRANSITION, then it would be immediately be set to false.
Both of these I haven't found a good way of doing yet.
My use case is the following: My character has a 3 hit combo, playing 1 part of the combo each time the player hit the attack button, but he can only transition to the next part of the combo if a certain % of the previous one has already completed and the player pressed the attack button. Using a boolean is not very good, since I would have to manually set it to false once the state has started (and it's a bad way IMO, if a boolean is used for multiple transitions, then I would have to check multiple things just to set it as false)
So, Exit time and Trigger animation transition parameter, where can I find them? Am I missing something? Help.
asked Dec 25 '15 at 03:14 AM in Blueprint Scripting
I'm currently looking for a solution for triggers. The solution will probably be setting a bool to true for one frame when we want to trigger an event, yuck! As far as exit time, this one is simple but there is one important caveat. Make sure your animation is not set to loop as that is the default behavior.
There are plenty of ways to do it, here are two examples. One is based on a ratio, the other is based on the actual time elapsed on the animation. Simply hook the compactor to the result node in your transition.
Don't forget to make your animation not loop. A looping animation will reset the time elapsed and could cause our transition condition to never be met.
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