I created a villa that have some animated blinds (alembic from max) that go up and down by clicking a UI button.
I imported the alembic file (several geometry caches) and added them to a BP (no running or looping), then set a UI button OnClick event that will get all actors of the blind BP class and play the geometry caches. Tested it and all was working well in the original BP so i instance the BP and put a few more BP Blinds where needed, tested again and found out the animation is only running in the first BP but not the others.
Can anyone shed a bit of light on the problem?.. thanks in advance
Sure, althought not much to show in the BP as i only gathered all the different geometry caches and static meshes but no triggers as the animation in triggered in the UI. As i can only share one screenshot the one you see is the trigger through the UI…
This seems like something that is fairly difficult to do in a widget blueprint. Is the animation a part of the widget itself (widget-type animations) or did you just grab animation assets out of the animation editor?
If these are editor animations, you should probably put this whole function in your main blind parent blueprint and put an event dispatcher in the widget.
Then you can bind the function to the dispatcher, and the widget can just call the dispatcher off of the click event. It should also work for all the children as well.
If it works in one and not the others then it’s always a reference error. (Or something gets overwritten by another call and sets invalid references)
Try printing out the name of the objects.
You can also use the blueprint debugger and breakpoints to see what variables get fed into the function.