I’m making an aiming reticle for a 3rd person shooter that transitions from a less precise reticle to a more precise one. It’s kinda going to be like what re2/3 remakes are doing.
What I’m trying to do differently is make the transition take more or less time based on a stress or fear factor that is stored in my player character class.
Not sure about Slate but in BPs you can’t adjust animation length; when you do play an UMG animation, you get to choose the Playback Speed, though:
Having a 1s long animation and playing it at 4.0 will make it last .25s. You could use the MapRange node to translate the fear factor to playback speed.