How to create a loop animation in UMG by Blueprint

When I assign the UMG track name as variable to “Animation Name” in “Play Animation” node which find in UI section , it works well.
But how to make it loops.

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I’m interested in this as well. Have you figured out how to make additional animation tracks? I’ve only been able to use the default track (which means I basically only get one animation per widget). It would be sweet to have animation tracks for blending in, out, hovering over specific elements, etc.

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I definitely wish to know this for sure. I would like to find a way to emulate Scaleform with UMG.

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xlaser, the only way I’ve found to do it is stopping & starting which isn’t ideal.

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As SilentX said, this seems to be the easiest way I found to loop anything.

It still doesn’t resolve my issue of not being able to animate separate tracks, or set position on the timeline (say I need a fly in, and later I need to call a fly out).

But we have to accept that this is in its infancy and is miles ahead of what we had for canvas!

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Off topic: How does one animate a widget? For instance where does the Animation Name come from?

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It’s very easy:

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In case anyone else finds this all these years later, just like I did, there’s no need to mess around with any of the stuff mentioned above.

In the Play Animation node there’s a Num Loops to Play value. Just set it to 0 and it will loop infinitely.

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Thanks, I was looking for something like this.

You just set NumsLoops to play to 0 this will make the animation loop