I got referred to this thread so I'll copy the post from my own thread. Here goes:
I'm working on getting some custom vehicle animations to play (on my custom vehicle). I've copied the cicada best I could, though it still doesn't work.
In my package:
- I've got a custom vehicle ready and working (skeletal mesh, AnimTree, materials etc.)
- I've got a working animation (AnimSet).
- I've assigned the AnimSet in the AnimTree using a UTAnimNodeSequence (I also tried to use a AnimSequence). In the AnimTree I can preview my animation and it looks like it should.
In my script:
In my CustomVehicle_Content I've added my AnimSet:
Further down in my CustomVehicleContent:
Begin Object Name=SVehicleMesh
So, how do I play this animation? I tried:
I also tried:
I'm a bit uncertain if it works like that though. Any help would be much appreciated =)
I've put the PlayVehicleAnimation function in my CustomVehicle and placed a`log command, to see if it runs the function:
The weird thing is that the animation shows up correctly in every preview window; in the animSet, in the animTree, in the PhysAsset, in the SkeletalActor... but it won't play ingame.
simulated function PlayVehicleAnimation(name EventTag)
local int i;
local UTAnimNodeSequence Player;
if ( Mesh != none && mesh.Animations != none && VehicleAnims.Length > 0 )
if (VehicleAnims[i].AnimTag == EventTag)
Player = UTAnimNodeSequence(Mesh.Animations.FindAnimNode(VehicleAnims[i].AnimPlayerName));
if ( Player != none )
`log("Play it now"); Player.PlayAnimationSet( VehicleAnims[i].AnimSeqs,
I know it finds the event and runs the PlayVehicleAnimation function... but no movement at all.
Help is very much appreciated =)