Hey everyone, I have a pretty basic question here which I haven’t been able to find the answer for anywhere else.
I’ve been trying to play an animation using Blueprints. Essentially when I press Space, the animation has to play. I’ve been using the ‘Play’ node for that, which targets a Skeletal Mesh Component.
Now, each time I start my game, the animation plays only the first time I press Space. It doesn’t play for any Space press after that.
I’ve also got a projectile that’s supposed to fire each time I press Space, and that bit is working just fine, so I’m wondering why the animation bit isn’t working.
I’d really appreciate any help you guys can give me. I’m relatively new to Unreal, and would like any advice you all have to offer.
Hello there, thanks a lot for this suggestion. I was using ‘Play’ instead of ‘Play Animation’ earlier, so that’s why I think it didn’t work. I do have another question though. If I want to play my animation faster, is there a way to do it with this node? I tried increasing my PlayRate, but that didn’t work.
Okay so I learnt how to make montages like you suggested. In this case though I just have one animation to play, but I’ll have to use a montage for it to regulate the speed. However, the montage isn’t playing at all upon being called. Do you see any mistake I’ve made in these screenshots?
There are essentially 3 meshes that make my mage up. The main body, the right hand, and the left hand. Only the hands have been animated. I added these 3 meshes separately to a new character blueprint that I created.
I had created these meshes in blender, where I had animated each hand separately. I couldn’t combine them because their animations would’ve gotten messed up, and I didn’t know what other method to use since I’m just a beginner.
I’m no expert, but I see no valid reason here to set up a character with 3 skeletal meshes. Unless it’s planned that your guy will change hands.
You could create individual animations for the hands, the body, anything but keeping only one SkeletalMesh and then blend those (Animations) with an AnimBP, that’s what they are mainly made for (in my understanding) and that’s why they are so powerfull…
Check the ThirdPersonTemplate, and try to study the movement set up with the animBP, how the CharacterBP send info to the AnimBP, which by itself decide what Animation should be played, this tool by itself is a gem. You can basically do anything with it.
From simple montage like above to really complex IK setup, and probably a ton I’m not awaree of.
Everything is possible, but why derivate from good practice when there is no Technical/Design reason?
You’ll have a better chance if you post your question on the Animation section, where a bunch of great animators wander.