Widget animating a property from its current value

hello UE folks, I’m having a issue with widget scaling using animation, this issue has been already solved in another topic, I tried to follow that topic but it doesn’t work and for some others users as well it didn’t work

my issue:

when I hover a widget it scales up through animation but if I unhover while the animation is playing and re-hover it, the animation plays starting from the value in the keyframe but I wanna start the animation from it’s current value to the end

things I tried:

  • followed the topic’s solution
  • added a animation using the + button
    • imageimage
  • added a ‘Transform’ track
  • setting two keyframes, first keyframe with scale 1 and second with scale 1.5
    • next adding a relative transform
    • dragging relative section on-top of the absolute section
    • right clicked the track → went to properties > clicked the two padlocks
    • this didn’t work >_<

heres the topic:

Did you try with the get anim time ?

So the goal is:
Hover: make image bigger
Unhover: if on middle of animation, keep last anim value
ReHover: resume image bigger

Edit/Add the condition if needed when the anim is completed, you might want to reset it.

tried ur solution, it kinda works but I notice its not that smooth while I hover multiple items, also in the topic I included that guy also pointed that out while using Play Animation, so I think I’m gonna switch to using the Event Tick or Set Timer by Function Name

EDIT:

after alot of adjusting and stuff, your solution works without any stutter or glitches

what I currently have:

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nice :+1:

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