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Click image for full view. |
Move the Timeline Bar to 1.50 on the Timeline. |
Set Background Color properties in the Animations window: |
Set R to 0.1; Set R to 1.0; *Set R to 0.1. |
Move the Timeline Bar to 2.00 on the Timeline. Set Background Color properties in the Animations window: |
Set R to 1.0; Set R to 1.0; *Set R to 1.0. |
Click the Graph tab to create a Blueprint script for this widget. |
Create Blueprint Script as following image shows. |
In this script when Widget Blueprint is constructed, it plays the Start Animation (Buttons move from the bottom of the screen to its center). Then it uses the Set Timer node to call a Custom Event called StartBlinking every 2 seconds (the Set Timer node is set to Looping). StartBlinking Custom Event plays the Blinking Button animation every 2 seconds (which is color shift over time from white to green for Start Button). |
Finally, create the Widget Blueprint from either the Level Blueprint or your playable Character Blueprint. |
Adding Animations |
Adding Animation Keys |
Changing Key Values |
Calling Animations |
Example: Animated Main Menu |
Remarks |
In theMyCharacterBlueprint, we are creating the Widget containing the animations and UI layout of our Main Menu and adding it to the viewport by using theAdd to Viewportnode. |
Animation Node Reference |
An Animation Blueprint (AnimBP) is a special class of Blueprint that specifically controls an object's animations behaviors. AnimBPs are divided into two graphs, the EventGraph, for controlling the animation logic and interaction behaviors, and the AnimGraph, which controls the animation pose output for the object. Each graph within an AnimBP uses nodes to perform operations. These nodes can be classified into a few distinct types based on their function in an AnimBP. |
AnimBP nodes on the AnimGraph and EventGraph can have input and output pins in which information can be passed. |
AnimBP nodes can also have property pins, such as data values or variables that can be modified with linked functions in the AnimBP AnimGraph and EventGraph. |
AnimBP node properties can also be accessed in the node's Details panel after selecting the node in the AnimBP. |
Event graph nodes are used to process incoming data that in turn is used to drive the pose data in the Anim Graph, such as triggering playback, activating or disabling animations functions, and updating animation data. |
With the Animation Events documentation, you can reference the function and properties of EventGraph AnimBP nodes. |
Animation Blueprint Event Nodes |
A reference to the Animation Blueprint Event Nodes, used to initialize and update animations and animation logic from the AnimBP EventGraph. |
Using data from the EventGraph, AnimGraph nodes determine the actual frame-by-frame pose to use for the animating object. |
Here you can access a reference doc for each of the main types of Anim Graph Nodes. |
Blend Nodes |
Animation nodes that blend multiple animations together based on a set of criteria. |
Skeletal Controls |
Animation nodes that enable direct manipulation and applying solvers to the bones of the target Skeleton. |
Space Conversion Nodes |
Animation nodes that convert poses between local and component space. |
FABRIK AnimBP Node |
Animation node for Forward And Backward Reaching Inverse Kinematics. |
When working in an AnimBP, you can toggle Pose Watching on specific AnimBP nodes to see a color coded debug drawing of the pose that it is generating in the Viewport. |
To toggle an AnimBP node to pose watch, right-click on a node that contains pose data and select Toggle Pose Watch from the context menu. |
You can also have multiple nodes toggled to Pose Watch at once, allowing you to compare poses at different points in the AnimBP to find the exact point in which any errors in your current pose are introduced. |
By clicking the icon in the upper left corner of the node You can hide the node's watched pose. To change a node's watched pose color, open the Pose Watch Manager by navigating in the Menu Bar to Window > Pose Watch Manager and select the color option next to the desired pose. |
Animation Node Structure |
EventGraph Nodes |
AnimGraph Nodes |
Animation Node Pose Watching |
Remarks |
You can disable a Pose Watch from the color picker window or by reselectingToggle Pose Watchon the Animation Node. |
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