I am absolutely sure. I controlled this with a single checkbox.
I had the same problems on other methods running animations. For example I wanted to update the styles when a widget is selected / deselected in editor to show a “focused” style:
#if WITH_EDITOR
/*
void UUserWidgetNavigatable::OnSelectedByDesigner() {
Super::OnSelectedByDesigner();
SetStyleFocused();
}
void UUserWidgetNavigatable::OnDeselectedByDesigner() {
Super::OnDeselectedByDesigner();
SetStyleDefault();
}
*/
#endif // WITH_EDITOR
In which the SetStyle… are blueprint implementable and play an animation. Play forward for focus animation, play reverse to undo focus animation. Same result.
I am creating another post for more editor animation weirdness…
UMG animated brush material parameter has the wrong default value
I am clueless why the editor doesn’t do these things. Right now it takes an enormous amount of time to iron these things out.
Ruling out it is PC / project specific… Does it work for you?