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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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asked Aug 20 '14 at 02:51 PM in Blueprint Scripting

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xlaser
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avatar image Divo Aug 21 '14 at 07:49 PM

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.

avatar image CHADALAK1 Aug 25 '14 at 07:55 PM

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

avatar image PeterLNewton Aug 27 '14 at 06:20 AM

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

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2 answers: sort voted first

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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answered Aug 28 '14 at 01:22 PM

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Divo
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avatar image TheFoyer Oct 01 '14 at 03:09 AM

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: alt text

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answered Aug 15 '18 at 04:55 PM

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aleksvander
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