Do you know any way to control dynamically the Key Value of an animation in UMG Timeline?
I know how to do the opposite: Create a variable in blueprint > enable the “Expose to Cinematic” variable option > and then set any value into any animation for this variable.
But in my case, what I want is to be able to set different values to a Key into an animation depending the context.
For example, we have a 3 keys animation on the text color, with a nice eased curve (in and out cubic, or elastic, whatever you want):
In the context A : The text is white, then gradually turns RED (middle key), before turning white again.
In the context B : The text is white, then gradually turns BLUE (middle key), before turning white again.
So what I need, is to be able, for the middle key, to set the value to RED or to BLUE, depending the context (defined in blueprint through game events, or anything else).
What I want to avoid is:
- have 2 specific animations turning the text to RED or to BLUE (and choose which one must be launched depending the context)
- have 2 times the same text (one red one blue), both animated in the same animation, and turn visible only the good one depending the context.
In my example, I chose to manipulate a Linear Color Value, but the value to manipulate could be a float, integer, vector3 or anything else able to be animated through the UMG Timeline.
I very hope you guys can help me.
Thanks a lot