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Play Anim Blueprint animation in editor viewport (not PIE)

Hi! I am curious if there a way to update anim blueprint graph animation in editor viewport? Maybe using AnimInstance or AnimInstanceProxy.

I found a way to update animation in viewport using Construction Script. If you set some variables using CS and send them to an animation blueprint then by evaluating CS you can update your anim instance. Like this: alt text

But there is a problem. Every evaluation cycle in CS creates a new AnimInstance as well as other blueprint components:

alt text

I am afraid that this solution is not optimized and it creates a lot of trash in memory.

I found some functions like UAnimInstance::EvaluateAnimation() but they are all private or protected.

Can somebody help me?

Product Version: UE 4.13
updateanim.jpg (868.8 kB)
csoutput.jpg (793.5 kB)
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asked Oct 19 '16 at 08:45 AM in C++ Programming

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2 answers: sort voted first

I think that's heavily protected to be called in editor. You're correct that the construction script recreates anim instance.

Unfortunately I don't know if there is any good way to fix this from blueprint. In native, whenever we want to update animation, we run specific sets of code to refresh animation. This is manual process so that we can avoid updating it in editor all the time. Try this if you want, but this will refresh whenever called.

     SkeletalMeshComponent->TickAnimation(0.f, false);
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answered Oct 19 '16 at 09:14 PM

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nikolobin STAFF
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avatar image Alexallright Oct 20 '16 at 08:15 AM

Yoohoo!!! Thank you so much Lina!!!! This is exactly what I was looking for! So easy ha:)) I wasted a lot of time with this problem.

avatar image NagardragaN Jun 27 '18 at 02:51 PM

Thank you, Lina! This totally solved a similar problem for me!

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For any other future souls landing here: you can enable Skeletal Mesh → Update Animation in Editor on USkeletalMeshComponent's

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answered Jan 22 '19 at 11:31 PM

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