I have an attack animation that I need to play only one time on a button press. Right now when I switch to it, it runs the animation continuously. Is there no way to define when it stops?
In version 4.4 of Unreal you have a “Get Flipbook Length” node which you could use together with a delay to change your flipbook once it played through once.
It was introduced in this version I believe… if not it was 4.3. Besides that your only option would be getting the length of it manually and hardcoding your time into a delay.
For now I have just used a timeline and set its length to the length of the animation then change animation. It works. Thank you
Easier Solution:
Use (set looping) node on sprite component and set “new looping” false.
The animation will play once.
This should be the accepted solution, as it does not require any additional ticks / observers. Set Looping to false and use a Bind Event to On Finished Playing node.
Could you explain this a bit better? And do you know if it is “Bind Even to On End Play” now in UE5?