Is there something like triggers in Unity for animation in Unreal

I need to play animation that need to be called and it would be played once. At first I just used bool that I set to true and after 0.1 seconds it would reset to false. But now I have a lot of those animations and different triggers and I don’t want to create bools for all these conditions and reset them on tick. I originally worked with unity and I would use triggers there to call animation. I tried to find something like that in unreal but no results. Can someone please tell me if there is a different approach then creating those bools and reseting them.

From what you describe I think you’re looking for “State machines” and how they interact with “blend spaces” for game dev style animations

I do cinematic stuff so I use animations in the sequencer.

Lots of tutorials on YouTube for both. Good luck!

Hey there @Ilina_Bokareva! Welcome to the community! There’s multiple ways to handle animation in Unreal, for most standard animation you’d work with as a state machine, you’d handle these inside of the Animation Blueprint, in which you can handle flows between animations. However, if you’d prefer just to fire a preset animation or sequence of them, while possibly having gameplay elements such as for example: shotguns reload continuing to load more shells if you need them, you could just use Animation Montages. These allow you to fire animations from blueprint without the need to have a variable or flow in the Animation BP, basically TriggerAnim in Unity with a bit more to it.

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Examples of how you can use them:

I know, how to use state machine but not in details. Now I set string with ID and after delay I set it to “”. What I’m asking, can I just send a trigger once to transit to different animation without a need to reset it on tick every second.