When using audio in a widget animation. Is there a way to stop the sound playing or set it so a different sound plays when the animation is reversed instead of doing it through the blueprint?
Have you tried adding an event track and adding an event at the very end of the animation? It functions pretty much the same as a Timeline event and should work.
It still requires blueprint, though. I mean, you get a trigger → play sound. Nothing as fancy as binding an event directly in the animation graph.
thanks thats perfect mate!
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.