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  • Events not triggering on UE4 blueprints

Hi, I have this setup:

The first two binds trigger events without problem, but the third doesn't, even when the execution flow gets to the "Bind Event to AnimationEvent" node, it's just not triggering the associated event (comboAtaque)

I have doubled checked the event in the animation and even looked for it on the exported json, also reimported the file, and nothing happens.

Is there something missing in my setup? I have something very similar to what is shown in the documentation.

Running runtime 3.7-beta-cpp on UE4.19.2

Thank you

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Could you show me your full setup?

Sure, here goes:

Of the binded events in the second image, the first one (animacionTerminada), which is binded to animationComplete and animationInterrupt, trigger without problem. The second one (comboAtaque) doesn't trigger, even when the execution flow gets to its binding node (it has to pass through the first binding nodes first), at this moment, such event only has a print node for debugging purposes.

Not all of the animations that trigger the binding nodes have events, I don't know if that can affect the triggering for the rest.

The binding shouldn't depend on whether the animations have event keys or not. Of course, if an animation doesn't have events, then the comboAtaque will not be triggered.

This might be a bug. I've created an issue here [ue4] Events don't trigger · #1149

This should be fixed in the latest 3.7-beta-cpp (and 3.7-beta) branches. It was an issue with the C++ EventTimeline implementation. You have to update the spine-cpp/ folder, as that contains the fix.

Thanks for reporting!