How to use UMG animation events?

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 – how can I react to those events in Blueprint?

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did you solve this?

Hmm, good question.
Frankly I am not sure at the moment :slight_smile:

  1. In the widget Timeline, create an *Events * track with a Key, and an Animation
  2. Right click the key
  3. In the Properties at the very top, set EventName
  4. 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.

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in 4.15 this events not fire properly. on one keyframe the fired on next didn’t.

I try to make simple animation of text calldown: in the beginning β€œ3” for one sec make closer (scale box) and full opacity , next sec β€œ2” 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 it’s 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