Hmm, that's a bug then. Can you reproduce this with Spineboy or Raptor? I can try to setup a repro case using your above blueprint then.
[UE4] Unreal Widget Animation
badlogic wroteHmm, that's a bug then. Can you reproduce this with Spineboy or Raptor? I can try to setup a repro case using your above blueprint then.
This problem can be reproduced using any resource.
Cheers, I'll give it a looksy, I've created an issue here: [cpp][ue4] callback for animation end does not trigger · #1328
Ah, this is actually working as intended. Here's why.
The TrackEntry struct has a field called animationEnd
. It's documented here: TrackEntry animationEnd
By default, it is set to MAX_FLOAT. For a non-looping animation this means the animation never ends. If you set it to the queued animation's duration, you get a callback for the end
event. Here's my setup:
badlogic wroteAh, this is actually working as intended. Here's why.
The TrackEntry struct has a field called
animationEnd
. It's documented here: TrackEntry animationEndBy default, it is set to MAX_FLOAT. For a non-looping animation this means the animation never ends. If you set it to the queued animation's duration, you get a callback for the
end
event. Here's my setup:
Thank you for your detailed reply, it seems that the official document description is still not clear enough, it is easy to misunderstand.