My animator class includes 4 fields.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AnimParams") int32 MovementType = 0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AnimParams") int32 GravityType = 0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AnimParams") int32 SpeedType = 0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AnimParams") int32 Action = 0;
that’s how an animator works
So, when I set some action (Action > 0), some animation plays and it doesn’t repeat, but I can’t figure out how to set Action = 0 after the animation ends.
Or tell me how to properly enable single animations.
I’m most interested in the “door opening” sequence: when the character hovers over something and clicks, they automatically approach it, and the door-opening animation plays, for example, and then switches back to normal movement.
How is this done correctly? I’m trying to figure it out through the AI, but it’s confused because something changed in 5.8 and it’s giving some incorrect options.
Animation control options via C++ are definitely better; using Blueprints is really inconvenient…

