Hello,
i don’t understand how animations works in C++,
i do this :
.h
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "SkeletalMesh")
USkeletalMeshComponent *PLAYER1;
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "UAnimSequence")
UAnimSequence* Anim;
bool g_in;
.cpp
PLAYER1 = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("player_1"));
static ConstructorHelpers::FObjectFinder<UAnimSequence> anim(TEXT("/Game/CHARACTERS/player/running"));
if(anim.Object){Anim = anim.Object;}
//in tick function
if (!g_in)
{
if(Anim)
{
//these lines close the application
PLAYER1->SetAnimationMode(EAnimationMode::AnimationSingleNode);
PLAYER1->SetAnimation(Anim);
PLAYER1->Play(true);
}
g_in = true;
}
And that’s close application, i search for a long time in some forums but i still don’t understand, thanks all !