Calling Widget Animation from Character Blueprint

OK Unreal Gurus, why doesn’t this work? I know I’m being optimistic by thinking through this with very basic logic. Here is my thinking:

I have a means to call a simple fade in and fade out animation. Whenever I add the widget to the viewport, on construct it fades in. This works!

WIDGET GRAPH:

From My character BP when I want to fade out the widget I get the widget reference, I get the fade out animation, try to play it, then try to remove the widget from the parent.

This does nothing.

CHARACTER BP GRAPH:

Your wisdom please.

I’m grasping here guys :rofl:

(Doesn’t work)

Doesn’t work:

WIDGET BP:

CHARACTER BP:

Does Hide get called?

It does @Shunitzo

You did get me thinking about my FadeOut animation, and near as I can tell, its fine:

Make a print from play animation out pin “is valid”

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It’s working! Blueprints for reference.

@thanks to @Shunitzo who got me thinking. I actually don’t know the subtle difference that made this work. I think it had something to do with gating widget actions behind DoOnce flow control nodes. It is possible that the FadeOut was actually working, but there were multiple copies of the widget visible. Regardless, here is the full BP’s that ended working for those who come across this in the future:

WIDGET BP

CHARACTER BP

I never actually use a “Remove from Parent” node, since this “mini map” widget is called so often. For full context - this widget is being displayed when the “Lander” get close to the ground for a landing view. “Close to the ground” is determined by a line trace.

DETECT GROUND DISTANCE FUNCTION

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