The animation will be empty by default, and we need at least one track and tells Unreal Engine which of our UI elements we’d like to animate. Multiple animations can be setup and queued independently from one another, which is super convenient. Call it anything related to what you’re animating. To make this slide in from the right hand side, we need to create an Animation on the bottom left. I have one image element defined (called Credits) and have positioned it the usual way. Mine is called Selection Menu, and here’s what it looks like. The key to success lies in the actual Blueprint Widget. Let’s take a look how I’ve animated the above overlay in my Demo Project. Anything from animating their position to opacity and all kinds of other things can be confined to a mini timeline, then queued programmatically when necessary. I found a very elegant way to animate various properties of the UI widgets we can add to the screen in Unreal Engine.
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