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Widget animation stops before it's meant to

Hello, I have an issue with the widget animation. Here is what the animation is supposed to look like when it finishes playing: alt text

But some times, randomly this happens: alt text

The animation just freezes (the buttons are still responsive when it freezes)

Product Version: UE 4.22
Tags:
1.png (82.7 kB)
2.png (91.9 kB)
more ▼

asked May 22 '19 at 02:53 PM in Using UE4

avatar image

HedgehogSonic
28 2 2 4

avatar image Everynone May 22 '19 at 04:30 PM

Can you show the animation track?

avatar image HedgehogSonic May 22 '19 at 07:18 PM

Sure, here you go: alt text

anim.png (80.3 kB)
avatar image Everynone May 22 '19 at 08:00 PM

Yeah, that looks more than fine. A couple of questions:

  • how much do you think is missing from the animation? 0.05 or more? eyeball it if you must (or debug it by checking animation time) - It's the sliding text, right?

  • are you sampling it on Tick and try to play it from any previous interruption?

  • is the widget always in screenspace? (widgets don't tick or play animations off-screen)

  • is the widget scaled in any way or a child of a scalebox?

  • when you play the anim in the Timeline, does it play ok?

avatar image HedgehogSonic May 22 '19 at 09:53 PM

Hello, Q1. Well it depends, sometimes it's missing just a bit of the end and sometimes it's missing a half of the animation. Sometimes it's the "box" (image with colour) that freezes too and the button sometimes has a chance of freezing too. Basically if one thing freezes the whole thing freezes) Q2. I'm sorry but could you please explain what "tick" is? The animation repeats if the user inputs the incorrect password Q3. Yes the widget is always in the screenspace Q4. I don't think it's a child of anything (It's created normally in the viewport) Q5. Yep it does play alright in the timeline but sometimes randomly this happens: ("Invalid product key" is not meant to be there, it only gets fixed if I play the animation and it gets to the part where "Invalid product key" has keyframes) alt text

1.png (230.3 kB)
avatar image BOBtheROSS May 25 '19 at 07:21 PM

Q2. I'm sorry but could you please explain what "tick" is?

The Event Tick in the Graph editor (up right in your screenshot, next to the design mode). It executes every frame if the widget is active.
avatar image Everynone May 22 '19 at 08:04 PM

So what's the desired value here:

alt text

untitled.png (81.9 kB)
avatar image HedgehogSonic May 22 '19 at 09:56 PM

Hello, that basically moves the "Invalid product key" text down while it fades in as it becomes visible

avatar image Everynone May 25 '19 at 09:05 PM

So what is the value at this key then?

avatar image HedgehogSonic May 26 '19 at 03:00 AM

Value? it goes from 0 to 1 (becomes visible) and for the moving part the value is -31.6591129 and ends at 0

avatar image TorQueMoD May 25 '19 at 07:30 PM

Just a thought but It might not be your animation, it might be that you're triggering something else in your event graph before the animation gets a chance to finish. You can use a "Get End Time" node to feed a delay to make sure that any code you're calling after waits for the animation to complete. You might even want to add a fraction of a second onto the End Time with a float + float.

Also, I have to say it, why on earth are you using product keys in 2019? I was just thinking about how nice it is to not have them anymore when I loaded up GTA4 the other day and it reminded me that they used to exist.

avatar image Everynone May 25 '19 at 09:11 PM

Judging by the attached pictures, it seems that it's the entire anim that does not play fully. There's a half a dozen things that can interrupt widget animations.

@HedgehogSonic - can you show the animations keys in the curve editor. Seeing how the Render Opacity is below 0, it might be a mess. Can you also show how the anim is triggered?

avatar image HedgehogSonic May 26 '19 at 03:22 AM

@Everynone Hello, thank you for your reply! here you go: For some reason there is nothing there in the curve editor? alt text

It's triggered by a button: alt text

node.png (96.8 kB)
node1.png (257.5 kB)
avatar image Everynone May 26 '19 at 08:52 AM

For the curve editor, click on the Translation of the text block's transform. You should see the curve then, post a pic if you can.

Also, check if the animation actually finishes playing, use a button if that's more convenient:

alt text

capture.png (90.7 kB)
avatar image HedgehogSonic Jun 01 '19 at 08:37 AM

@Everynone Sorry! I forgot to post the curve editor thing, here it is: alt text

This is the curve for the text that sometimes finishes the animation too early

cur.png (72.5 kB)
avatar image HedgehogSonic May 26 '19 at 03:18 AM

@TorQueMoD Hello, thank you for your reply! I'm sorry but I don't understand how I should use the "Get end time" node, I also don't understand what you mean by "add a fraction of a second onto the end time with a float + float". Ah, well I have product keys in my game because I fear that once I release this game nintendo will be quick to remove it if they see their characters on it (The game will be released as a free game)

avatar image TorQueMoD May 26 '19 at 06:16 AM

Oh jeepers. There's another suggestion for you... don't use someone else's IP. It's illegal even if you release for free. It's also just wasted time for you as you could instead focus on creating your own characters which could also become popular. Regardless, drag your animation into the event graph and then drag off it and type Get End Time. This basically gets the length of the animation so if your animation is 5 seconds long then the End Time will be 5. Then from the Get End Time drag off again and type + and you'll see float plus float. Type 0.2 in the bottom float entry point to add a 0.2 second delay to the end of your animation and then run your following code from there. That will prevent any code from firing too soon before your animation has finished playing. This will only fix things IF the next executing bit of code is actually what's stopping your animation.

avatar image Everynone May 26 '19 at 08:58 AM

don't use someone else's IP. It's illegal even if you release for free.

Why is it always Sonic? There must have been a dozen of these over the years both in the forums and here. The most criminal one I remember:

https://forums.unrealengine.com/development-discussion/content-creation/78179-sonic-unreal-but-i-need-some-help

Be original and rip off something else for a change ;p Or you know, make a sonic-like game without the Sonic hogself.

avatar image TorQueMoD May 26 '19 at 09:00 AM

Why'd you think Sonic? Nintendo doesn't even own Sonic, Sega does :P

avatar image Everynone May 26 '19 at 09:07 AM

@TorQueMoD - @HedgehogSonic

Dunno. Coincidence? I think not. o_O No?

What makes it even worse is that OP already expects a Cease and Desist.

avatar image HedgehogSonic May 26 '19 at 07:29 PM

@TorQueMoD and @Everynone hello, thank you all for your reply and suggestions! I have decided to create a new character and replace the mario model (I think it would be a waste if my game gets taken down after a day of uploading it, also i've never seen a sonic fan game being taken down before). @Everynone here you go: alt text

Weird, before it would show the "complete!" message once it reached the end but now on the 3rd try it stopped (before it was meant to) and said "complete!".

1.png (101.9 kB)
avatar image HedgehogSonic May 26 '19 at 07:35 PM

Hello! @TorQueMoD thank you for your reply! do I do it like this? alt text

1.png (143.0 kB)
avatar image HedgehogSonic May 26 '19 at 07:40 PM

Hello @TorQueMoD it seems the chances for it stopping abruptly have have decreased but it still occurs from time to time (the "invalid" text's animation has not finished) alt text

1.png (121.8 kB)
avatar image TorQueMoD May 26 '19 at 11:38 PM

Yes, but you need to add in a delay node which fires after your animation plays and then connect the end of the .02 + pin into the delay for the amount of time you want it to delay. So then you're telling the engine, Play this animation but delay the next bit of code until the animation's end time plus 0.2 seconds before doing whatever else you're telling it to do. Again, this was only if you are actually calling any code After the play animation. It was just to give the animation enough time to finish playing before you do whatever else it is you are doing with the code.

avatar image Everynone May 26 '19 at 07:39 PM

a new character and replace the mario model

Disappointing :| No Sonic.

avatar image HedgehogSonic May 26 '19 at 09:53 PM

Oh originally I was planning a sonic game but I don't know how to replicate sonic's jump (where he turns into a ball, i think it's another model), i think the levels look more like it's from a mario gamealt text

1.png (1.7 MB)
avatar image Everynone May 26 '19 at 10:15 PM

Ha, now I'm satisfied :) !

i think it's another model

That's how I'd approach it, yeah.

Weird, before it would show the "complete!" message once it reached the end but now on the 3rd try it stopped (before it was meant to) and said "complete!".

I'm a bit lost, I admit :|. I had problems with very short (less than .1s) anims not playing correctly when you change their direction during the animation itself but that's not the issue in your case.

avatar image TorQueMoD May 26 '19 at 11:40 PM

Depends, you could also do Sonic's jump with an animation. He spins so fast that you wouldn't necessarily need to swap out the model. But yeah in the original 2D games it was a new sprite.

Requiring a product key isn't going to stop Nintendo from shutting down your project though so ultimately it's a wasted effort.

avatar image HedgehogSonic May 27 '19 at 01:43 PM

@TorQueMoD Oh how about the effect? (the glowing blue effect sonic has when he jumps)

avatar image HedgehogSonic May 27 '19 at 01:40 PM

@Everynone I tried posting this to the bug reports section but they moved it here, I think it's a bug

avatar image TorQueMoD May 27 '19 at 05:53 PM

It sounds like maybe you're pretty new to the engine. You should watch some tutorial videos online on how to get better with the engine. The best ones are Tesla Dev, Matthew Wadstein and Virtus Learning Hub.

You would use an emissive material to make a glow effect and it's probably not a bug if they moved it out of Bug reports.

avatar image HedgehogSonic May 28 '19 at 11:34 AM

Oh alright thank you @TorQueMoD and @Everynone for helping anyways! Oh I have another issue, I tried posting it here but no one replied, do you have any clue on why this happens (the terrain looks weird) when the game level loads? (after a few seconds it fixes itself) alt text

1.jpg (90.7 kB)
avatar image TorQueMoD May 28 '19 at 09:44 PM

Most Likely LOD settings. You can specify LOD setting in the landscape details. Often it's a good idea to give your game a fade in from black so that it has a few seconds to load everything properly like grass, landscape etc.

avatar image HedgehogSonic May 30 '19 at 02:14 PM

Hello, thank you for your reply! I'll try messing around with the LOD settings, thank you again for everything.

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