Hello,
I’m building motion graphic based experiences in the engine, and often times when triggering animations I use delays, or trigger volumes to directly play an animation on a mesh, at the point in time in which I’d like to play.
However recently I’ve been playing around with blend spaces based on user input, I’ve been happy with the results except I’m confused on a couple of things.
The animations that I’m triggering often times start with every object in the set inivisible (0,0,0) Scale, and when the animation is triggered they slowly come to form, do there thing, and disappear.
This is great, but with my blend space setup It seems that the animations are endlessly looping and I don’t have control over if they are playing or not playing. and this is troublesome for me.
So how do I trigger an animation in a blendspace within another blueprint based on a game event (Delay, Overlap, User Input).
I tried to explain the best I could, I’ve also attached images of my blendspace/animation blueprint setup (It’s very basic).
Thank you.
Imgur: The magic of the Internet (Link to screen shots, 1 shot of how I first discussed how I trigger animations, 1 shot of the new blend space I set up, one shot of the animation blue print I set up).