Applying the same animation sequence into multiple props

im trying to reutilize a single level sequence (animation) that changes the material of a cube prop but i cannot apply it to multiple props even if they have the same mesh.
ive tried making a prefab that contains the animations and then place them into the scene but since the sequence has an actor as soon as i place another one it stops working, because the actor is now different.
is there a way to just change the material so it doesnt depend on the actor or mesh?
im basically trying to imitate how animations work in Unity, where if you have a single animation you can apply it into as many objects as you like by deleting the properties that bind the animation to a single element (for example, modifying only the position or rotation values and not the actual object)

I basically just want to leave the “StaticMeshComponent0” and “Material Element” attributes in the level sequence. Is that possible or do i have to make each prop an animation sequence?

Comentario

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Unfortunately, I don’t believe this is possible in UEFN atm. If blueprints supported adding Fortnite devices and custom Verse scripts, then it would give us some sort of a prefab-like system where you could create one blueprint of an animated object, with Verse scripts to listen for weapon damage and trigger animations.

But sequence tracks target specific objects in the level, they do not target nested child hierarchy like they do in Unity animations.

Our current working solution is setup like this:

  • Custom Verse script that acts like Unity’s Animator Controller. It plays different animation stats thru sequences when triggered from events.
  • A Cinematic Sequence Device for every animation state, idle loop, attack, hit react, etc.
  • Explosive device to trigger events from weapon damage.
  • Then we duplicate this setup for every instance of that object. Then duplicate all the animation state sequences and update those new sequences just for that new instance.

This has been a very painful process. With just one animated object, we have 50 instances that need to react to triggered events. It has 6 animations states, so that ended up being 300 individually created sequences!

If anyone has a better solution for doing this please comment. But this seems like the only way to handle this in UEFN’s current state.

Man on man, boy do I appreciate Unity & Unreal’s prefab & animation system the more I use UEFN.

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