I have seen that one can add an event track to a UMG animation. I was hoping this is what I am looking for, because I need to call a BP node at a specific point within one of my UMG animations. However, after adding an event track to my UMG animation I found no way to use it. I managed to add keys to the track, also give them names, but what then β how can I react to those events in Blueprint?
1 Like
did you solve this?
Hmm, good question.
Frankly I am not sure at the moment
- In the widget Timeline, create an *Events * track with a Key, and an Animation
- Right click the key
- In the Properties at the very top, set EventName
- In the widget graph, create a *CustomEvent *with the same name as the EventsTrackKey event
When you play the animation, the *CustomEvent *will fire at the specified time.
9 Likes
in 4.15 this events not fire properly. on one keyframe the fired on next didnβt.
I try to make simple animation of text calldown: in the beginning β3β for one sec make closer (scale box) and full opacity , next sec β2β and etc.
I have loop one sec for this, and I try in the end of anim set next text.
event on anims - cause of infinite loop even if I stop Anim before next Play. in 4.17 itβs write error, in 4.15 not always, but when I destroy 3d widget (with this umg) - instantly crashing.
bind event of the end anim only work one time.
still digging