For quick animation testing I usually attach a play animation node right after the Event Begin Play node, so that every time I hit play/simulate, I have the animation running... Situation is different if you're testing a character movement set, which is far more complicated, but yes, in general you do everything using Blueprints, and of course then you put the Blueprint Actor you created inside the scene ;)
2015-02-16 20:49 GMT+01:00 Francisco Criado <[email protected]>: > Hi Tim, > > already fixef it, couldn´t find the animation properties in 4.7, seems ue > changed some menues from 4.5 :) > > Thanks again. > > F. > > > 2015-02-16 15:58 GMT-03:00 Tim Leydecker <[email protected]>: > > Hi Francisco, >> >> I can´t help you much further, I´ve only spent some 10-35 hrs with UE4 >> sofar. Poking, mostly. >> >> That said, you might want to check your Epic Games Launcher for the >> download of >> >> "Content Examples" >> >> It´s a bunch of very helpful levels, you may have luck finding something >> in the Blueprints of the: >> >> "Animation" level >> >> It´s a variety of examples on how to trigger/set up animations using >> different blueprints&approaches. >> >> Cheers, >> >> >> tim >> >> >> >> >> Am 16.02.2015 um 18:34 schrieb Francisco Criado: >> >> Hi Tim and Nicolas, >>> thanks for responses, i had no issue exporting the animation from >>> Softimage, found that i wasnt importing it in the correct way in UE. Also >>> found that to make animation work on unreal it has to be loaded through >>> animation blueprints. Already made the animation graph work, where i see my >>> imported animation working, but still it seems i have something missing on >>> the event graph cause when i hit play on editor, i dont see any animation >>> happeinng :s >>> >>> Thanks in advance, >>> F. >>> >>> >> > > > -- > > >

