Play Animation
The Play Animation ability is the runtime bridge between the interaction's State Tree and the character's animation system.
It is typically granted to the Interaction Source by default so that, when the accompanying State Tree task fires its animation event, this ability activates, collects data from the current interaction and determines the best Animation Montage to play.
While running, it will apply an Interaction Effect to the owner. You can use this to achieve behaviors such as:
Apply Gameplay Tags that may affect the character in other ways, for example, affecting equipment visibility.
Apply Gameplay Tags that will block player input to avoid movement during the interaction.
Add Gameplay Cues for sounds, effects or other cosmetic effects on the character.
Grant Gameplay Abilities to trigger additional behaviors.
Properties
These properties will determine how this Gameplay Ability operates.
Property | Description |
|---|---|
| Chooser table used to resolve the animation. |
| If set to true, interrupts the animation if the interaction is cancelled. |
| If set to true, interrupts the animation if the interaction is cancelled. |
| Gameplay effect applied while the ability is active. |
| Level in which the Gameplay Effect will be applied. |
Functions
You can extend these functions (Blueprint or C++) to hook into the animation lifecycle:
Function | Description |
|---|---|
| Dynamically adjusts the play rate for an animation/summary. |
| Dynamically sets the section name for an animation/summary. |
| Called when the montage begins playing. Make sure to call |
| Called when the montage completes normally. Make sure to call |
| Called when the montage is interrupted or cancelled. Make sure to call |