Summary
“Play Animation Forward” and “Play Animation Backward” do not actually do what the tooltips say they do for UMG widget animations. According to the description, the relative state of the animation should be used when playing the animation forward or backwards. This would mean that an animation that has finished will not play forward and, likewise, an animation at the beginning will not play reverse.
Currently, these both function as if “Play Animation” was just called with the play mode set to either Forward or Reverse. This should operate as a separate explicit play mode which does not take animation state into account.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
UI/Tools
Steps to Reproduce
- Create an animation for an element where you change the opacity from 1 to 0 over 3 seconds.
- Create a verse field float value and then use that float value called Test_Play_Val.
- Setup a condition for Test_Play_Val <> 0 to “Play Animation Forward” for your created animation.
- Setup another condition for Test_Play_Val = 0 to “Play Animation Reverse” for your created animation.
- Add the widget to the player’s scren through Verse.
- Set the Test_Play_Val to 1 and notice your animation begin to fade-out the element.
- While that animation is playing, set Test_Play_Val to 0.
Expected Result
The expected result here would be for the animation to stop in its current state as it’s playing and then begin to play in the opposite direction from the its current state, thus creating a smooth transition in directionality for the element’s opacity.
Observed Result
You will notice that, rather than having a smooth fade-in over the elapsed duration from the animation’s current state, the opacity of the element will immediately drop to 0 before fading back into to 1 over 3 seconds.
Platform(s)
UEFN for PC