Update 2019/04/05: Full-length animations. Data tables to setup animation blueprint.
How to use full-length facial animtion (full-body animations work the same way).
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You still need to use gameplay tags as a link between animation blueprint and animation assets. Add tags for all assets either in Data Table or manually in Edit → Project Settings → Gameplay Tags. For example:
Animation.Facial.Phrase01, Animation.Facial.Phrase02, Animation.Facial.Phrase03… -
Then build a connection between these tags and animations in animation blueprint (add them in “Face Short Animations”).
(screenshot)
You also can use data tables. First, create new data table (Content Browser -> Add New -> Miscellaneous -> Data Table) of type “Animation Data Table Row” and fill it. Idia is the same: GameplayTag -> Animation asset. Names of rows aren’t important.
(Screenshot)
Then, clear “Face Short Animations” map in the animation blueprint and select newely created table in “Face Shot Animations Table”.
(Screenshot)
After recompiling, the anim blueprint will fill “Face Short Animations” from the data table.
- Open Dialogue Phrases Set asset.
Select phrase to edit.
- Set tag corresponding to facial animation in “Face Idle Animation” (for example, Animation.Facial.Phrase01)
- Set checkbox “Use FaceIdle animation As Phrase-Long”
(Screenshot)