Help with Imported Animation

Hello,

Maybe this is too simple and a dumb question but…

While using the default unreal first person character actor, I want to play my imported animation when I walk up to it and hit “E”.

For example: I have a door with an animation I made in blender, I import it into unreal. How make the “E” key, simply play the imported animation?

All the tutorials I see are confusing because they are using animations created later inside of unreal.

Please help me with this blueprint set up.

Thank you in advance,
Jay

Hello! In fact that is rather basic - you can create BP with ASkeletalMeshActor, create two funcs in it, for example OpenDoor and CloseDoor. Both can be implemented just with PlayAnimation node of USkeletalMeshComponent. But this is only from animation point of view. It is not optimal, if you will calc collisions by skeletal mesh

Thank you, After I link my Skeletal mesh to Plan Animation node, how do I set up the “e” button to run?

You can open Level blueprint and add E event. After that open Level viewport and select door actor, open Level blueprint, Right Mouse Button(RMB) - select Create reference to Door actor (the first option in list), after that just call Open/Close funcs, that were mentioned above