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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?

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Product Version: UE 4.15
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asked Apr 30 '17 at 06:54 AM in Blueprint Scripting

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Annachan94
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avatar image Two-faced May 02 '17 at 09:38 PM

I need you to

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Call custom event from your character for example.

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answered Apr 30 '17 at 05:17 PM

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Two-faced
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avatar image Annachan94 Apr 30 '17 at 07:17 PM

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?

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avatar image Two-faced Apr 30 '17 at 07:20 PM

you didn't choose the animation to stop

avatar image Annachan94 Apr 30 '17 at 07:25 PM

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

avatar image Two-faced Apr 30 '17 at 07:44 PM

You started it right there) In animation

avatar image Annachan94 Apr 30 '17 at 07:53 PM

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.

avatar image Two-faced Apr 30 '17 at 08:27 PM

Man, just connect Popup to both In Animation

avatar image Annachan94 Apr 30 '17 at 08:38 PM

doesn't work. it still auto-plays

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avatar image Two-faced Apr 30 '17 at 08:48 PM

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.

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avatar image Two-faced Apr 30 '17 at 08:52 PM

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

avatar image Annachan94 Apr 30 '17 at 09:02 PM

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?

avatar image Two-faced Apr 30 '17 at 09:11 PM

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

avatar image Annachan94 Apr 30 '17 at 09:42 PM

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.

avatar image Two-faced Apr 30 '17 at 09:51 PM

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.

avatar image Annachan94 Apr 30 '17 at 10:06 PM

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?

avatar image Two-faced Apr 30 '17 at 10:17 PM

Let's see your own screenshot .

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return value of create widget node.

avatar image Annachan94 Apr 30 '17 at 10:43 PM

I set everything up and it's still not working :( Now I'm getting runtime errors and the animation is not playing at allalt text

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avatar image Two-faced May 01 '17 at 05:12 AM

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.

avatar image Annachan94 May 01 '17 at 09:06 AM

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? alt text

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.

avatar image Two-faced May 01 '17 at 09:25 AM

You are already checking if your character overlaps any actor with name contains Trigger.

I'm not an expert in explaining the obvious things. Why do you even open blueprint if you don't understand the resemblance of saving and promoting variables? This task is way too complex for your level. I suggest you to try simple blueprint logic. Without functions, interfaces or collision events.

Could you just check your configuration now?

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avatar image Annachan94 May 01 '17 at 09:59 AM

I have everything set up exactly as you told me and it's not working, in fact, it's worse than before. The animation is not showing up at all now.

The animation used to play when I ran into the trigger, now it doesn't. The animation used to play when I hit Q, now it doesn't.

It's even interfering with my door opening blueprint now, when I hit Q first it ignores E (which is the key to open doors in my project)

All I wanted was to remove the auto-play animation on start up instead you gave me instructions to create some complex system that doesn't work.

Why do you even open blueprint if you don't understand the resemblance of saving and promoting variables?

What kind of question is that? I have made various blueprints before and haven't had any problems. Look, I didn't ask for your complex code system. That was your suggestion. I was asking for a simple solution for a simple problem.

Again, all I wanted was to remove the auto-play animation on start up, everything else was working fine.

avatar image Two-faced May 01 '17 at 10:34 AM

all I wanted was to remove the auto-play animation on start up

1) According to your screenshots, you don't create a widget before you hit the trigger box, so how is it possible that it starts animation on start up?

2) If you wanna just stop the animation I answered you right in the first post. You use stop animation node.

3) My setup is working in my project, I checked this. Even if I simplify it to your variant it's working fine.

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avatar image Two-faced May 01 '17 at 10:35 AM

I'm starting to suspect that this is some kind of troll actions))))

avatar image Annachan94 May 01 '17 at 10:55 AM

1) I don't know

2) If I stop the animation in the widget blueprint it stops it, but it also stops the animation from being called by a trigger box or button which I don't want. It's all stated in the op........

3) I'm using your simplified method right now and it still auto-plays on startup

avatar image Two-faced May 01 '17 at 11:38 AM

My posts are starting to vanish, so again:

check trigger bounds that it don't overlap anything (or you can't use your simple level BP)

check if you are creating widget somewhere else

avatar image Annachan94 May 02 '17 at 02:32 PM

Finally got it to work. I had to remove an excess event begin play in the level blueprint and I think that was it. It's no longer auto-playing and the box trigger works. Thanks for your help.

avatar image Two-faced May 02 '17 at 05:00 PM

I'm happy we figure it out!

Hope you will become an expert soon! Good luck!

P.S. Please hit that green check mark to close the question for searching purposes)

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