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๐Ÿงช Interactive Demo โ€“ See Animation Trigger Zones in Action

See Animation Trigger Zones in a real-world Blueprint setup โ€” with entry points, interaction notifies, looping logic, and queue management โ€” all in one hands-on demo.


โ–ถ๏ธ Watch the Demo

๐ŸŽฅ Watch on YouTube

In this demo, you'll see:

  • Trigger zones that play animation montages when actors enter them
  • Smart positioning via Entry Points with MoveTo modes
  • Queued access when all entry points are occupied
  • Interaction Points triggered via animation notifies
  • Full debug visualization of entry and interaction markers
  • All logic implemented in Blueprints โ€” no C++ needed

๐ŸŽฎ Play the Demo (Windows)

Try the exact project shown in the video:

๐Ÿ”— Download Demo Build (.zip)

Includes:

  • Third-person scene with multiple interactive trigger zones:
  • Smooth MoveTo behavior with rotation
  • Playback of randomized animation montages
  • Entry queue handling with wait timers
  • Blueprint UI feedback and debug drawing

๐Ÿ“Œ Just unzip and run AnimTriggerZonesEx.exe.


๐Ÿงฑ Blueprint Examples โ€“ Learn by Inspecting

Download the full project and explore how each component works:

๐Ÿ”— Download Sample Project

Youโ€™ll get:

  • Zones with different shapes: box, sphere, capsule
  • Configurable trigger modes: Auto, Manual
  • EntryPoint and InteractionPoint examples
  • Character interface integration for queue and interaction events
  • Example UI feedback widgets

๐Ÿ“Œ Note: Due to licensing restrictions, some original animation assets were removed from the sample project. You can easily replace them with your own animation montages or those available from the Marketplace.


๐ŸŽฎ Real-World Usage Examples

Animation Trigger Zones are flexible and ideal for many gameplay scenarios:

๐Ÿ›‘ Contextual Interactions

Trigger animations when a player enters an area near a workstation, door, or object.

  • Use EntryPoints for precise positioning and orientation
  • Choose from randomized animation montages
  • Trigger via overlap or manual Blueprint call

๐Ÿ” Looping Idle Animations

Keep NPCs animating while they remain inside a zone.

  • Enable LoopWhileInside mode
  • Automatically stop when they leave or move

โณ Entry Queues for Crowded Zones

Limit the number of actors using a trigger zone at once.

  • Enable queue with delay timers
  • Use events OnQueueEnter and OnQueueExit for custom logic
  • Automatic handling of entry point availability

๐ŸŽฌ Synchronized Cutscenes

Teleport or move actors to exact positions and trigger animations in sequence.

  • Use Teleport or MoveTo entry modes
  • Smooth rotation and movement included
  • Trigger from Blueprints via TriggerZoneInteract()

๐Ÿ”„ AnimNotify-Based Interactions

Fire logic from animations using UAnimNotify_ATZInteraction.

  • Attach ATZInteractionPointComponent for precise locations
  • Match tags in AnimNotify to trigger specific Blueprint events
  • Support branching behavior via InteractionType

โœ… Key Features Demonstrated

Feature Covered
Entry points with positioning โœ…
Animation montage triggering โœ…
Manual and automatic trigger modes โœ…
Tag/class/filter-based actor logic โœ…
Entry queue with delay handling โœ…
AnimNotify-triggered interactions โœ…
Full Blueprint support โœ…
Debug drawing for all components โœ…

๐Ÿง  Whether you're building interactive scenes, cutscenes, AI idle zones, or synchronized animation events โ€” Animation Trigger Zones gives you precision and flexibility using only Blueprint logic.