Hello! I’m working on a game that will make extensive use of animated objects in the environment where the player cannot do anything until the animation is complete. For example, the player may pull a lever and watch a door open. The lever has a timeline animation in its blueprint which rotates it 45 degrees. After the lever animation is complete the door’s timeline will animate it sliding up into the ceiling. The player cannot move during these sequences and many of them may be repeated many times through-out the game, so being able to skip them is a must. Many of these interactable objects are blueprints with Timeline animations. Some of them are cinematic matinee-based animations, while others may involve imported frame animation. Every one of them needs to be skippable.
What is the most efficient method to add simple universally accessible skipping functionality to these animations? I wish I could set it up so that pressing SpaceBar called a global event to skip all animations. Another caveat is that certain variables that are set and events called during these animations have to function as if the animation was completed normally.
My first inclination was to use a blueprint interface for all my interactable objects, but I just wanted to ask here to see if there might be an easier way. Any help would be greatly appreciated!