Hello all,
I am trying to find a way to freeze an animation blueprint and/or animation after an event occurs. I know this is the opposite of what is usually desired functionality, but I haven’t found a way to achieve it within the engine. The best thing I have come up with as a work around for now is to completely stop the motion of the character, but that automatically puts it into the idle state, where as i want it to freeze no matter what animation is playing.
Use bNoSkeletonUpdate or bPauseAnims on your skeletal mesh component. Pause will still refresh bones.
Sorry to revive this old thread, but I needed to maintainthe abillity to refresh bones and bPauseAnims didnt work. I worked out an alternative: Set the Global Anim Rate Scale to Zero. I used this to create a check box to pause all character movements.
Set the play rate to 0 of the animation an it will freeze.
Sorry for the necro, but i was searching for a solution to this myself for a long time now and did not find anything that worked for me.
Now I found that you can use the “Custom Time Dilation” and set it to 0 to freeze and then set it back to 1 where you want it to happen and the animation will continue from exactly the position it was stopped.
You do not need an animation blueprint for this to work.
Hope this will help somebody else in the future, too.
Have a great day!
hi @spiderhat could you please share a screenshot of this so i could understand better on how and where to set it at 1 again to resume animation?
necro again to warn that using custom time dilation instead of anim rate in multiplayer runs the serious high risk of desyncing characters from the server. if youre working on a multiplayer game and don’t 100% know what you’re doing…stay away from time dilation changes.
Beautiful! thanks!
Animation pose snapshots are probably a better overall idea.