Is there any way to assign multiple animations to a single custom prop; basically I would want a custom enemy character that i can toggle between different attack animations depending on what state its in. At the moment the only solution I see is creating multiple custom props that each have a unique animation and toggling visibility between them depending on its state. Id really like a more elegant solution though, is there any way to use the keyframe_delta struct to just hardcode bone animations and i can maybe use an animation_controller to set different animations. I’ve been playing with the code but I can’t get it to work. Any advice/suggestions would be much appreciated, thanks!
I used the cinematic sequence device, put your baked animation into a level sequence and toggle between states in your code.
Interesting, I came across the cinematic sequence device while searching for a solution but I couldn’t figure out how to implement it. At the moment I have like 10 different animation sequences for different states (walk/sprint/attack/etc anims).
Should I be adding them to a cinematic sequence as separate tracks or blend them together as one long animation. Also after setting up the cinematic sequence, I don’t understand how to interact with the cinematic sequence through verse code.
Specifically, how would I scrub through my cinematic sequence so I can jump to different points in time to play the animation that belongs to the current state? Or is there a way to enable and disable which tracks of the cinematic sequence is active?
I made a new sequence for every animation, then triggered cinematic_sequence_device.Play() or cinematic_sequence_device.Stop() in my code.
I did the same. Definitely not an ideal solution. Seems to be the only way for now…
So it seems like no matter what you’ll have to handle each animation sequence independently. I wonder which is the most optimal/performant method: creating a whole bunch of cinematic_sequence_devices, animated_mesh_devices, or creative_props.
With the cinematic_sequence_device, were all your animations still collidable/interactable?
Sorry for all the questions btw, I am super new to UEFN and verse
In my case they weren’t, Because I ticked off collisions. The toggling visibility solution you mentioned before is definitely not the most performant method. As of now I haven’t found a better solution than the one I mentioned.
Okay awesome, I’ll try and implement that and see how it works for my situation. Also thanks, I really appreciate all the advice! Do you have any experience with the animated_mesh_device and how that might differ from the cinematic_sequence_device in terms of functionality/performance?
I was also looking at the cinematic_sequence_device in the editor and I was a little confused by the User Options tabs. What kind of data does it expect for the functions section. Is that where I create a list of callbacks? Like, can I set up a trigger_device for each state and play specific animations based which trigger_device triggered the event? Also how do I access these functions in the editor, or is that something I set through verse code?
In the functions, you can say for whom you want the sequence to take effect. For example, you can Play it for everyone or for a specific agent:
Play<public>():void = external {}
Play<public>(Agent:agent):void = external {}
I was able to create a cinematic_sequence_device that I have a handle to in code and I was able to assign an animation sequence and a static mesh component (so I could enable collision) in the editor. However, when I try to call TogglePause on my sequence_device in a loop in the OnBegin method, all I see is a static model that I can collide with and there’s no animation playing. Did I miss some part of the setup?