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Pausing Embedded Animations

We have a situation where we need to pause the animation of a skeletal mesh while certain conditions are not met, then play animation when the correct conditions are met. Is this possible, if so, how would we start building this system?

Happy Holidays from Anvil Drop

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asked Mar 11 '14 at 02:53 AM in Blueprint Scripting

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ue4-archive ♦♦ STAFF
50k 3669 1999 9123

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:53 AM

You could give it a try with Set Play Rate node inside its blueprint, and change the play rate through a timeline or just set it's variable to whatever you like.

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Dear Anvil,

Skeletal Mesh Components have an awesome float called GlobalAnimRateScale

You could try settings this to 0 or very near to 0,

if you are working via the C++ :)

 SkeletalMeshComponent->GlobalAnimRateScale = 0.5;

The BP version is what Mehmet explained:

I have node to retrieve the skeletal mesh of a Character easily:

http://forums.epicgames.com/threads/977316-(22)-Rama-s-Blueprint-Nodes-Plugin-For-You!-New-TraceData-amp-Trace-Closest-Bone-Socket?p=31719682&viewfull=1#post31719682 alt text

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answered Mar 11 '14 at 02:53 AM

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ue4-archive ♦♦ STAFF
50k 3669 1999 9123

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:53 AM

Thanks Rama!

That was exactly what I was looking for!

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