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Blueprints - How to play animation from start?

I'm using a layered blend per bone in the animation blueprint to blend my reload animation upper body to my movement lower body. When I want to stop playing the reload animation such as when the player want to sprinting during the reloading animation I set the blend weights to 0 to stop the animation from playing but the next time I set the blend weight to 1 to play the animation again it plays the animation from where it left off previously. How do I get the animation to play from the starting position when I set the blend weight to 1?alt text

Product Version: UE 4.14
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asked Dec 25 '16 at 07:46 AM in Blueprint Scripting

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avatar image MaxPower42 Dec 25 '16 at 12:32 PM

Do yourself a favor and use animation slots and montages. You will have much more control, especially when you are working with code. I avoided learning about those for a long time. I even wrote code to identify sequence-player nodes in an anim-instance and manipulate them (including replay from start).

You can also play simple animations as "dynamic montage" (or something like that), so you don't even need to create montages if you don't want to.

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If your node chain is hooked up to a blend on bool or int there's a "reset child on activate" option which works quite elegantly for this kinda thing. Theres a few other nodes that have this option as well, cant recall them off the top of my head

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answered Apr 19 '17 at 08:01 PM

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avatar image monodrobe Apr 19 '17 at 08:08 PM

just to make it a lil bit clearer alt text

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