Blueprint Events & Interfaces
This section explains how to use Blueprint events and the ATZCharacterInterface
to integrate your character or objects with Animation Trigger Zones.
Built-in Blueprint Events
The AnimTriggerZone
component exposes several assignable events.
Available Events
Event Name | Triggered When... |
---|---|
OnEnter | Actor enters the trigger zone |
OnExit | Actor exits the trigger zone |
OnAnimationStart | Animation montage starts playing |
OnAnimationEnd | Animation montage ends or is interrupted |
OnQueueEnter | Actor is added to the waiting queue |
OnQueueExit | Actor is removed from the queue |
OnInteractionTriggeredEvent | An ATZInteraction notify fires |
These can be used like any Blueprint dispatcher:
Bind Event to OnAnimationStart
โ Play Sound / Trigger Logic / etc.
Character Interface (ATZCharacterInterface
)
To receive zone-related callbacks directly in your Blueprint character, implement the ATZCharacterInterface
.
How to implement
- Open your character Blueprint.
- Add
ATZCharacterInterface
under Class Settings โ Interfaces. - Implement any of the following events:
Available Interface Events
OnAnimTriggerEnter(Zone)
OnAnimTriggerExit(Zone)
OnAnimTriggerQueueEnter(Zone)
OnAnimTriggerQueueExit(Zone)
OnAnimTriggerAnimationStart(Zone)
OnAnimTriggerAnimationEnd(Zone)
OnAnimTriggerInteraction(Zone, InteractionTag)
Manual Triggering (Recommended Usage)
If you're using Manual trigger mode, store the passed zone and call Trigger Zone Interact
on input.
Other Zone Functions
You can also call:
Block Movement
/Unblock Movement
Block Rotation
/Unblock Rotation
Save State
/Load State
These are useful if you want precise control via Blueprints.
โก๏ธ Next: Advanced Features