Hi.
I have imported an animated .fbx into UE4 and everything seems to work fine. I have my Skeletal Mesh Actor (and a bp created from it) and its Animation Sequence. I have also created a Widget with a button, and here is where I haven’t been able to find a way to connect everything in a way that I can play and stop the animation when clicking/pressing that widget button. I have tried to cast that bp into the widget bp, used event dispatchers, etc… but nothing works and I don’t know what am I doing wrong (a lot of things for sure).
Any suggestions? Thanks!
Hello again.
I solved my own problem, and I’d like to share the solution in case everybody who faces the problem has a place to look at. The way I achieved it was with Even Dispatchers (I was using them the wrong way at first, but gave it another try). An here is how I got it working:
- Configuring the widget BP: Just create a button, set it On Click/Pressed or whatever you need it to work with, create an Event Dispatcher, and connect both. That’s it.

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Create an Actor BP, and inside it, add your Skeletal Mesh(es). In my case I wanted the animation to be playing at start, so in each of your Skeletal Meshes, select Animation Asset in the Animation Section, and load its Animation Sequence.
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Configure the BP so it will show the Widget where the button is.
- Create a variable of your Widget, place it as SET, and bind your previously created Event Dispatcher to it. Now create a Custom Event, link it to a Flip Flop Switch and chain your animations through the Override Animation Data node, configuring it as you wish or need. In my case:
And that’s it. Your widget button will play and stop the animation 
UPDATE: You can also substitute the Override Animation Data with Play and Stop nodes (make sure it’s for Skeletal Mesh Component, not Widget). This will stop the animation in a certain point and resume it from that point, which is even better for my needs.