I have everything set up exactly as you told me and it’s not working, in fact, it’s worse than before. The animation is not showing up at all now.
The animation used to play when I ran into the trigger, now it doesn’t.
The animation used to play when I hit Q, now it doesn’t.
It’s even interfering with my door opening blueprint now, when I hit Q first it ignores E (which is the key to open doors in my project)
All I wanted was to remove the auto-play animation on start up instead you gave me instructions to create some complex system that doesn’t work.
Why do you even open blueprint if you
don’t understand the resemblance of
saving and promoting variables?
What kind of question is that? I have made various blueprints before and haven’t had any problems.
Look, I didn’t ask for your complex code system. That was your suggestion.
I was asking for a simple solution for a simple problem.
Again, all I wanted was to remove the auto-play animation on start up, everything else was working fine.
You are already checking if your character overlaps any actor with name contains Trigger.
I’m not an expert in explaining the obvious things. Why do you even open blueprint if you don’t understand the resemblance of saving and promoting variables? This task is way too complex for your level. I suggest you to try simple blueprint logic. Without functions, interfaces or collision events.
If I stop the animation in the widget blueprint it stops it, but it also stops the animation from being called by a trigger box or button which I don’t want. It’s all stated in the op…
I’m using your simplified method right now and it still auto-plays on startup
Finally got it to work.
I had to remove an excess event begin play in the level blueprint and I think that was it. It’s no longer auto-playing and the box trigger works.
Thanks for your help.