Hi there!
Been scratching my head for a while over this…
I have imported a skeletal mesh of a piece of machinery with animation baked and I wish to be able to control playing and pausing the animation in VR to view the machinery via Blueprints. Could anyone out there point me in the right direction on the best way to set this up in Blueprints? At the moment, the mesh is in the scene and the animation plays as intended, I just need to develop the controls further.
Thanks in advance!
Make use of an animation blueprint and bind your animation to it. Expose the playrate in the animation like so:
Promote the playrate to a variable. Then set it to default 0 so it won’t play in itself. Now in your controller or character blueprint you can call the actor that holds the skeletal mesh and reference its animation blueprint. Once you’ve done that you can check the playrate variable you have set up and check what it is. If it’s >0 then set playrate to -1(plays animation in reverse). If it isn’t >0 set playrate to 1(plays animation forward).
Hi! Thanks for the reply!
Ok so if i understand correctly, i have set-up an animation blueprint as suggested and created a blueprint on the skeletal mesh (see picture)
However, it is not triggering on the button press. When i test in play mode, the input I have set up doesn’t seem to be activating in the blueprint.
I am using the VR template for this project by the way
Ok with a bit of fiddling I fixed it! Thank you for your help Mootjuh!
would you mind sharing how you fixed it?