No, although there is technically an end to the animation, it just loops endlessly and im not sure of another way to drive it where it works in UMG. The solution i have to this at the moment is that after a timeline node in the level blueprint i have the animation element replaced with a static image element of the last frame of the animation.
I did try using a material parameter collection to drive the starting point of the animation using the multipler node, basically had a default value of 0 then after a timeline node in the level blueprint i have the value change to 0.22, this raised two problems:
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UMG doesn’t seem to recognize any changes using the material parameter node, because as soon as i used a value linked to a material parameter collection the UI element didn’t load when pressing play. I tested to see if the material parameter was broken/incorrect by applying the same material to an object in the scene (cube) and it was working as intended, animation was paused until the value changed to 0.22, however this raised problem number 2
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The animation still isn’t starting from the beginning of the animation when the value changes, i believe because of the time node that even though the animation is paused, it is playing in the background and retaining what frame it should be, so that when the value changed from 0 - 0.22 its jumping to the frame it thinks it should be at instead of from the beginning
Hope all of that makes sense
thanks