Animations with a rate scale of -1.0 do not played via BPs

Thank you very much, for checking, !

Meanwhile I tested connecting stuff differently and it worked! The Set Play Rate is now working with the value of “-1” as I expected, but I don’t know what made the trick O_o I can pass you a printscreen or something if you need it. In the mean time, I would like to post a different question, maybe you can redirect it somewhere else if you find it doesn’t fit this topic anymore:

So I’m in the middle of animating a door that opens when I approach, closes when I step back. But if I approach the door while it is closing, I want it to interrupt the closing animation and reverse to reopen. So I have this Branch node that says “if an animation is playing, stop, reverse; else, play (until the end of the closing animation)”. But the “is playing” node is not working as expected, because as soon as I hit Play and approach the door, it won’t open, because it reads that the opening animation itself “is playing” already; in other words, it collides sooner than expected… This is because the “Is Playing” node expects a skeletal mesh component as target. I only have the one for the door to give it, so it will always collide. And even if I duplicate it and use one copy of the skeletal mesh component node for the begin overlap trigger and the other copy for the end overlap trigger, it will still read it as being the same. I don’t understand why it reads as “playing”, since it is not, it would only play now for the first time. So I’m not sure if it’s a bug or not. What would really be handy was if I could use as target the animation, so that I could say “if the animation of closing is playing, interrupt it and reverse it”.

All help will be much appreciated!
Thanks for bearing with me :slight_smile: