Hey there you can create a one frame animation of the door closed or opened then create a open and closed state and just loop it.
I have a door with three different animation sequences, all are different opening states. I am using an animation montage to play them in a sequence but after the the last animation, the door jumps/blends back to the starting frame, which I don’t want.
Should I even be using the animation montage for things like these? I want the door to stay open after it has played it’s three different animation sequences.
Been stuck with this issue for a couple of hours now…
I thought about that too but it feels like the “wrong” way of doing this kind of a thing.
It feels like there’s a better way of playing a sequence of animations without having to keep looping a 1 frame animation, just to keep the door open.
There are so many “wrong” things in game development, sometimes you just get to a point where the only thing that matters is if it works You can also do an animation montage with 3 sections on 1 animation. The first and last one are 1 frame sections, while the middle is the opening of the door. That way you only use 1 animation.
I don’t know whether it’s suitable for your case, but I find this way to freeze a montage at the end.
play the montage at 1.0 rate → wait it plays till the end → play the montage at 0.0 rate and set the last frame as the starting position.
Set montage->SequenceLength = MAX_FLT (max float value) will do.
Recently, I had to do same kind of implementation where I had to freeze the animation montage of my character at certain time. I fixed this by using “Montage Pause” in the Animation Blueprint.
You could uncheck the ''enable auto blend out" in your montage—》asset details
I may have overlooked the complexity of this problem. If you want to pause the animation at the last frame, you can just use an anim notify and do MeshComp->bPauseAnims = true;