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
ATZCharacterInterfaceunder 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 MovementBlock Rotation/Unblock RotationSave State/Load State
These are useful if you want precise control via Blueprints.
โก๏ธ Next: Advanced Features



