Hello,
First off thanks for a great engine. UE4 is getting better with every update!
However, I feel like certain (for me at least) key animation features that I’m used to working with both in UDK as well as professionally in the past are missing.
Namely the “SetPosition” function from “AnimNodeSequence” in UDK:
http://wiki.beyondunreal.com/UE3:AnimNodeSequence_(UDK)#SetPosition
As it says there: Force the animation to a particular time.
When I was working with UDK I found this function invaluable for stretching out animations to match player input, for example for manually opening a door by holding the left stick forward, and stopping when you let go, or start closing it if you push the stick back. Or for stretching out an animation across the arc of a jump that may be of different lengths or heights.
Looking at the code there seems to be something like this called “Montage_SetPosition” inside the AnimInstance, but it doesn’t appear to be exposed in Blueprint anywhere.
As well as in the AnimSingleNodeInstance class, however I can’t figure out how to actually set this class up to function at all since nothing can be cast to it and I can’t create or spawn any asset that matches the input for this class, and reading in the code for it it appears to only be used for animation preview in the editor.
I’m using “Play Slot Animation” nodes quite a lot because it serves the purpose I need it for, and it would be great if there could be a “Set Slot Animation Position” that functions just like the “SetPosition” from UDK’s AnimNodeSequence.
I’ve yet to find a way to work around this and get the same result that I could get easily in UDK, so hopefully this kind of thing is something you’ve got lined up for a future update? If not, please do consider it since I can’t see how to do certain things with animation without it.
Thanks for a great engine,
Ivos