Can I manually advance the animation sequence in Blueprints myself?

Rather than letting the animation sequence run continuously, can I advance it frame by frame myself using Blueprint?

I have been looking for several days for a way to do this. I found nodes such as Set Play Rate, Convert to Sequencer Player, and Set Explicit Time, but I am not sure how to build out the Blueprint script. What do I feed into Convert to Sequencer Player and how do I go about getting it?

Also, I assume that I can set the play speed to 0 and then advance the animation to a specific pose using Set Explicit Time. If this is not correct, how would I do so?

edit:

After looking again at a thread on a similar issue, I have tagged a forward walking animation clip and created a reference to that. It then feeds into SetPlayRate node, but the adjustment to speed is not applying. I have tried both 0.0 and 0.1, but it continues to run at 1.0 speed.

Should the Blueprint script below cause the play rate be updated within the Walk Forward animation clip? (I am thinking the reference to the structure allows the structure to be updated directly.) If so, what am I missing?

Or do I have to copy the structure back into the Walk Forward animation clip? If so, how? Do I do something with the Return Value from SetPlayRate?

image

Or is there a much different approach I should be using?

So the following solution appears to work. We can expose the Play Rate and Start Position (optional) and set them both to 0. We also bind an OnUpdate function that we can use to adjust where in the sequence we want to position our pose for the frame.

The image above shows the Play Rate and Start Position set to 0. This means that the animation sequence will not play but will begin at position 0 as we feed it accumulated time.

In the image above, you see the OnUpdate binding we created for the Walk_Forward sequence player. It will feed the sequence time that we want. We can make this value anything within the range of the sequence itself.

This approach gives us full control over playing any portion of the sequence in any fashion for any purpose we need, all within Blueprint, and all within the Animation Graph. The Event Graph merely needs to feed the necessary value for where the sequence should pose our character for any given frame.

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