Sorry Tuerer, I don’t follow the logic here either. I actually just reproduced it in my blueprint, but you are going from the branch False pin to that set “has been hit” variable, and that’s the one that plays the animation forward. So I still don’t follow the login, because it should be going from the True output of the branch node, because it’s true that the line trace hit the actor. Does that make sense?
And I see also that you put another animation to play the animation backward, but I tried that many times, because I would really like to play that animation when the player goes out of the line trace area, kind of like when you put a collision box and you have a “On component begin overlap” node that triggers some action, and then the “On component end overlap”, which in that case can play an animation in reverse. So the “On component end overlap” is activated only when the player first overlapped the collision box and then walks out of it.
However, in the case of the line trace, if you set an animation to play in reverse when the player is not hitting the actor specified, that would mean that it would have to play the animation in reverse all the time when it’s not hitting that actor, meaning the whole level other than that specific area. Makes sense?