That entirely depends on what the animation is supposed to be and what factors you are looking for. Can you go into further detail what the endgoal effect you are trying to achieve is?
Any additional specifics or information you provide may go a long way in solving your problem!
Im trying to achieve a mesh (eg a cube) that can translate, scale and rotate as a animation , randomly between the 3 states and then it changes to another mesh ( eg a sphere )
So for context using this image, the cube is parented to the plane. So I am hoping to have the plane move within 3 different animation which is either translate scale and rotate. And after a few seconds the cube would change to a sphere
Are you using the sequencer or a different method? If you are needing more specific scaling and animation I would suggest the sequencer. Your mesh can be changed if you use a blueprint actor, then you can replace the mesh in your actor to the one you are needing at that moment. Check out this non-Epic affiliated example of how to do so:
This tutorial is close to what im trying to achieve, but is there any way for me to make it as a loop animation instead of using a button press to change the meshes?
thanks again so much for your patience with this !
Sure there is! You can use a timer node, a timeline node, or possibly even a trigger volume that checks for that specific mesh, it just depends how you want to approach the problem and what would work best for your use case!