How to replace a sequence animation in a blueprint?

Hello everyone,

I’ve been facing an issue with my Unreal Engine 5 project and I’m hoping someone can assist me. I have an animation that should be activated every time a character speaks, where the face of the spoken character appears. However, instead of replacing the previous animation, the character is superimposed on top of the existing one each time they speak. I believe the solution lies in using the “Clear Active Level Sequence” node, but I have been unable to find it or make it appear in my Blueprint.

To provide some context, I have tried searching for the “Clear Active Level Sequence” node within my Blueprint, but it doesn’t seem to be available or visible. I’m not sure if I’m overlooking something or if there’s another way to achieve the desired outcome.

Could someone please guide me on how to properly replace the current animation with the new one each time the event is called in the Blueprint? Any help or insights would be greatly appreciated.

Thank you in advance for your assistance!

It turns out that if you use a stop node and connect it to the sequence player, it’s like removing the animation!

  1. Open the Blueprint that contains the Sequence Player and the animation you want to remove.
  2. Locate the Sequence Player node within your Blueprint graph.
  3. Connect a stop node to the Sequence Player. This stop node will effectively halt the playback of the animation.
  4. Ensure that the stop node is connected to the specific animation sequence you wish to stop.
  5. If you have multiple animations in your Blueprint and want to stop a particular one, make sure the stop node is connected to the correct sequence.
  6. Compile and save your Blueprint to apply the changes.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.