Has anyone managed to find a way to set an animation value during the UMG construct event? I’m trying to have some variance on how my damage numbers float away as they fade. I know I can do this on tick, but I’d really prefer not to. The animation frame is already in play so it’s much better belonging there and helps eliminate a tick.
Basically needing to set the X and Y during construct. So far my only solution has been to make a few animation tracks with different X and Y values and randomly pick one to have some variance. At the very least if we can’t set this in construct is there a way to add some randomness to these values? Like setting a range?
I’m using a variable access by name plugin then randomly picking 1 of the 9 directional animations which have a transform to move the widget up and away. I also add randomization to the playback speed. This gives plenty of variance without needing to translate the widget directly using an additional tick.
Would it be possible and recommended to try and do this with a material animation so it runs on the GPU and eliminates animation tick entirely? I’ve no experience with that, but curious if that can work.
Can’t seam to find a way to move the text via material animation. It just moves the texture in the material. How expensive is transition animations in UMG for damage numbers that it would need this? Anyone have any ideas? Niagara based damage numbers maybe?