Hello there,
I am wondering if unreal C++ has its own equivalent of UE3’s FinishAnim() function?
I am migrating my project from UE3 to the current one, and I have yet to find an equivalent function that pauses a character’s execution logic until the current animation finishes.
AFAIK, there doesn’t appear to be any way to directly access the AnimBlueprint structs and guage whether an animation is still playing.
I saw GetAnimationLength() or something to that effect in blueprints, but I don’t know the mirror equivalent of it in C++ code (or where to retrieve the anim data that function would need to compute the length of the anim). Plus as I understand it, BP’s GetAnimLength does not factor in augments such as local and global time dilation.
There is a method of checking involving the use of Notifies, but it would involve sticking an animation notify at the end of EVERY non-looping animation, which would get rather tedious for large animblueprints with hundreds or even thousands of animations.
Thus, I’m wondering if notifies are the ONLY real way to find out if an animation has finished playing?
I thought maybe someone on here might know of some obscure function(s) that was capable of:
A. Accessing FAnimNode struct data and getting the anim’s time length from it and/or determine if the animation within that node is still playing or not.
Or
B. Has a C++ function that handles all of this natively. Waiting until the current animation (whatever it is) finishes playing, and allows the actor logic to continue once it does (or have this pause interrupted by a timer)
Any ideas?