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  • [UE4] Unreal Widget Animation

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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.

badlogic wrote

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.

This problem can be reproduced using any resource.

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:

https://marioslab.io/uploads/screenshots/UE4Editor_yq95UB4J3L.png

badlogic wrote

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:

https://marioslab.io/uploads/screenshots/UE4Editor_yq95UB4J3L.png

Thank you for your detailed reply, it seems that the official document description is still not clear enough, it is easy to misunderstand.