How do I setup an animation to be triggered, then loop until triggered again?
Really struggling with this. UE4's animation pipeline is horribly convoluted for simple stuff, IMHO.
I have a skeletal mesh, with some rigid bodies moving around. I have two animation clips - an intro clip, and a loop. I need to play the intro via a triggering event (be it a keypress, onBeginPlay etc etc), then continue to loop until the even is re-triggered.
How would I go about doing this?
There are a few ways to achieve this I think. Here's some ideas:
Then, control the logic of switching back and forth between your intro and looping anims in the mesh's corresponding EventGraph (dragging off of the skeletal mesh and using nodes like 'Play Animation'). As an animator, this is probably not the method that I would go with because there's a lot of functionality built into Montages and State Machines that you won't be able to take advantage of here.
answered May 01 '14 at 01:10 PM
Ray Arnett STAFF
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