UE5.5: Widget with animations - how to remove only animation from screen, not the entire widget?

Hi everyone, here’s my setup broken down to a basic level:

I have a widget with text and images and it contains 2 animations. One that plays 30 seconds long (anim1) and one that is 3 seconds long (anim2) and actually is just a fade out of all the elements in anim1.

In the LevelBP I create the widget, set it as variable “WidgetRef”, add it to viewport and call a custom node inside the widget that is a “play animation” node with anim1 as target.

Also in the LevelBP I have a key node listening to input and if it’s pressed it would get the WidgetRef and call the 2nd custom event node in the widget to call a “play animation” node with anim2 as target. When this node is done playing (it grabs the anim2 duration seconds and puts it into a delay), I wait for 1 more second until “remove all widgets”.

Here’s how it goes down in practice:

Anim1 is being played but before the 30 seconds are over I press the key that’s listented to, then anim2 plays and fades out that entire widget, but, when anim2 is done playing, suddenly the anim1 pops up on screen again until 1 more second has passed by and all widgets are removed.

What’s the correct approach for such a situation where I only need/want to remove anim1 from screen when anim2 starts playing?

Thank you for helping up front,
Chris

Before playing Anim2 you can call Stop Animation node with Anim1 as input.

or call Stop All Animations node to stop all currently playing animations.

Ok, I see, but that does “stop animation” node also get rid of the entire (in this example) anim1 on screen or will it just stop/pause anim1 at where it is and still keep anim1 visible?

Because I’m looking for “get rid of anim1 on screen entirely” in this context.

Yes, it stops Anim1 and resets the widget to pre-Anim1 state. In other words, it’ll get rid of anim1 entirely.

I’ll try that tomrrow and will get back to you with results. Thank you so far mate!