Hello,
After compiling UMG widgets with 4.10, blueprint OnAnimationFinished event and c++ OnAnimationFinished_Implementation seems to be called few seconds later.
However widgets compiled with 4.9 but executed with 4.10 seems to behave correctly.
Karlitos.
Hello Karlitos_sf,
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide screen shots of any blueprints that may be involved with this issue?
You can easily reproduce the bug.
- Create a new 4.9 third person project
- Create a new widget which is a simple text block and add it a basic scale animation
http://image.noelshack.com/fichiers/2015/43/1445275299-widget.png
http://image.noelshack.com/fichiers/2015/43/1445275301-widgetgraph.png
- Add widget to vewport on begin play
http://image.noelshack.com/fichiers/2015/43/1445275297-thirdpersoncharactergraph.png
- Save and close project
- Switch project unreal version to 4.10
- Open project and recompile the widget
By now, OnAnimationFinished event should be called ~3s (on my computer) after animation finished.
Same behavior if I reparent the widget with a custom c++ widget and reimplements OnAnimationFinished_Implementation.
I was able to reproduce this issue on our end. I have written up a report (UE-22334) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day