🧩 Example Project (does not include animations)
Animation Trigger Zones is a powerful plugin for Unreal Engine 5 that lets you trigger animations when characters enter a defined zone — no code required. Whether you’re building seated NPCs, interactive cutscenes, or player-triggered animations, this plugin handles movement, positioning, animation playback, and interaction logic, all within Blueprints.
From teleporting or smoothly moving actors into place to handling looped animation triggers and interaction points, this system brings cinematic-quality animation logic to any game.
🧩 Key Features:
• 🔁 Auto or manual animation playback when entering a trigger zone
• 🎯 EntryPoint system: teleport or move actors to a designated location
• 🧍♂️ Supports multiple characters — with queuing and delay logic
• 🎬 Interaction system using AnimNotifies and Blueprint logic
• 🧩 Blueprint-accessible filtering: Actor class, tag, gameplay tags
• 🧊 Lock actor movement and rotation during animations
• 📐 Multiple zone shapes: Box, Sphere, Capsule
• 🔄 Repeat modes: Once, Loop while inside, or Re-trigger on reentry
• 💾 Built-in SaveGame support for persistence
• 🛠️ Full runtime debug visualization for zones, entries, and interactions
• 🔷 100% Blueprint-compatible — works without writing any C++
• 🔗 Includes IATZCharacterInterface for advanced Blueprint hooks
📦 What's Included:
• UAnimTriggerZoneComponent — the main animation trigger system
• UATZEntryPointComponent — defines transform & montages for each entry
• UATZInteractionPointComponent — notifies gameplay logic during animations
• UATZSaveGame — persists triggered state and queues
• UAnimNotify_ATZInteraction — triggers interaction events from montages
• IATZCharacterInterface — Blueprint interface for event callbacks
• Full C++ source included
💡 Ideal For:
• Triggering sit/stand/inspect animations at runtime
• Player and AI interaction with world objects
• Precise animation alignment and timing
• Cinematic events with multiple actors
• Animation-driven gameplay logic
• Gamepad- or input-triggered animation sequences
No C++ required. Fully Blueprint-integrated with optional native extensibility.