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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

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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

  1. Open your character Blueprint.
  2. Add ATZCharacterInterface under Class Settings โ†’ Interfaces.
  3. Implement any of the following events:

Available Interface Events

  • OnAnimTriggerEnter(Zone)
  • OnAnimTriggerExit(Zone)
  • OnAnimTriggerQueueEnter(Zone)
  • OnAnimTriggerQueueExit(Zone)
  • OnAnimTriggerAnimationStart(Zone)
  • OnAnimTriggerAnimationEnd(Zone)
  • OnAnimTriggerInteraction(Zone, InteractionTag)

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If you're using Manual trigger mode, store the passed zone and call Trigger Zone Interact on input.

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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.

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โžก๏ธ Next: Advanced Features