How do I make a widget animation not start right when I jump into the game?

There’s got to be a very easy trick to do this, I want to trigger a widget animation by a Trigger Box but when I break the Event Construct link in the widget blueprint it’s not playing at all.

I got the Trigger Box to work in the level blueprint but the widget is still playing in the beginning. How do I stop it from playing when I jump into the game?

Call custom event from your character for example.

136211-2017-05-01_00-15-11.png

you didn’t choose the animation to stop

Hey thanks for the reply.
I tried to replicate this but the animation is still auto-playing when jumping in the game. Am I missing something?
Do I have to make some changes to the widget blueprint for it to work?

How do I choose it to stop? Sorry I’m new to this

When I break the In Animation link it doesn’t play at all.
It’s supposed to play when the player is in the trigger box and only then, as stated in the op.

You started it right there) In animation

Man, just connect Popup to both In Animation

Wait. I swear I didn’t see that

I got the Trigger Box to work in the
level blueprint but the widget is
still playing in the beginning

Ok. Do not start your animation on construct.

doesn’t work. it still auto-plays

was the first screenshot taken in the character blueprint or level blueprint? And what component should I assign to begin/end overlap? The character or the triggerbox?

Sorry man I got confused somehow and didn’t read your question carefully. My bad!

The first one is from character. You see all what you need at this point.

You can find this events by selecting capsule component and scroll down the Details tab.

UIreference is variable which contains return value of create widget node.

Let’s see your own screenshot .

return value of create widget node.

I can’t find the OnComponentBeginOverlap (CapsuleComponent) node and I don’t know what it means.

I also can’t call the Play and Stop events at the end.
And I assume UIreference would be the popup variable in my case, right?

Thank you so much for your help so far.

Okay I got the overlap events set up.
Could you take a screenshot of the UIreference details? Did you create it in the level blueprint?

I set everything up and it’s still not working :frowning: Now I’m getting runtime errors and the animation is not playing at all

Man. I want you to think about your task and my answers. Or we will be stuck here forever.

  1. You didn’t save return value of create widget node to UIreference.

  2. Why do you still stop animation after you create widget? Save the reference and add to viewport here.

  3. Don’t you see that code in the level blueprint is excess now?

  4. I’m sure you want to learn something, not just get a ready to use code. Even if I literally gave you everything.

I’m not learning anything if you don’t explain things the right way, your constructions are very unclear and short, it’s like you expect me to know all this stuff. I already said I’m new to this.

I asked you to post a screenshot of your UIreference variable and you ignored it.
It took me an hour to figure out that I had to promote the return value of the create widget node to a variable (and I’m still not sure if this is right) because you didn’t even give me a hint on what to do.

what do you mean by saving, you mean setting it like in the screenshot?

And how is the level blueprint code excess if I want a Trigger Box to trigger the animation? Should I add a blueprint to the trigger box actor instead?

If I remove the level blueprint code the trigger box will be useless since there is no relevant code for the trigger box in any of my other blueprints.