# \[Bug\] Widget animations only play 1 frame in the editor

**URL:** <https://forums.unrealengine.com/t/bug-widget-animations-only-play-1-frame-in-the-editor/570404>\
**Category:** Issues and Bug Reporting\
**Tags:** unreal-engine, Widget, Blueprint, question, UMG\
**Created:** [May 31, 2022, 2:04am UTC](https://forums.unrealengine.com/t/bug-widget-animations-only-play-1-frame-in-the-editor/570404 "2022-05-31T02:04:59Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [June 12, 2022, 5:31pm UTC](https://forums.unrealengine.com/t/bug-widget-animations-only-play-1-frame-in-the-editor/570404/11 "2022-06-12T17:31:40Z")

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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:

```auto
#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](https://forums.unrealengine.com/t/bug-umg-animated-brush-material-parameter-has-the-wrong-default-value/580211)

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?

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