There’s got to be a very easy trick to do this, I want to trigger a widget animation by a Trigger Box but when I break the Event Construct link in the widget blueprint it’s not playing at all.
I got the Trigger Box to work in the level blueprint but the widget is still playing in the beginning. How do I stop it from playing when I jump into the game?
Hey thanks for the reply.
I tried to replicate this but the animation is still auto-playing when jumping in the game. Am I missing something?
Do I have to make some changes to the widget blueprint for it to work?
When I break the In Animation link it doesn’t play at all.
It’s supposed to play when the player is in the trigger box and only then, as stated in the op.
was the first screenshot taken in the character blueprint or level blueprint? And what component should I assign to begin/end overlap? The character or the triggerbox?
I’m not learning anything if you don’t explain things the right way, your constructions are very unclear and short, it’s like you expect me to know all this stuff. I already said I’m new to this.
I asked you to post a screenshot of your UIreference variable and you ignored it.
It took me an hour to figure out that I had to promote the return value of the create widget node to a variable (and I’m still not sure if this is right) because you didn’t even give me a hint on what to do.
what do you mean by saving, you mean setting it like in the screenshot?
And how is the level blueprint code excess if I want a Trigger Box to trigger the animation? Should I add a blueprint to the trigger box actor instead?
If I remove the level blueprint code the trigger box will be useless since there is no relevant code for the trigger box in any of my other blueprints.