I’ve tried triggering an animation using the player blueprint. I have it setup that after the player uses an ability a widget animation plays, similar to Apex Legends. This what I’ve done so far not sure why its not working.
Use Play Animation in the widget blueprint, and you can leave the target pin blank.
Make a custom function and call it from the player blueprint instead of accessing the animation from there directly.
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I suppose that Base UI Widget Ref variable is set, right (if don’t when the event triggers will show a Access none error)
Hmm I get where you are going but I need the animation to trigger right after I use a move. Will this method work?
Thank you for replying
Yes it is set.