๐งช 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.
โถ๏ธ Watch the Demo
๐ฅ 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
๐ฎ Play the Demo (Windows)
Try the exact project shown in the video:
๐ 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
๐ Just unzip and run AnimTriggerZonesEx.exe
.
๐งฑ Blueprint Examples โ Learn by Inspecting
Download the full project and explore how each component works:
Youโll 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
๐ 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.
๐ฎ Real-World Usage Examples
Animation Trigger Zones are flexible and ideal for many gameplay scenarios:
๐ 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
๐ Looping Idle Animations
Keep NPCs animating while they remain inside a zone.
- Enable
LoopWhileInside
mode - Automatically stop when they leave or move
โณ Entry Queues for Crowded Zones
Limit the number of actors using a trigger zone at once.
- Enable queue with delay timers
- Use events
OnQueueEnter
andOnQueueExit
for custom logic - Automatic handling of entry point availability
๐ฌ Synchronized Cutscenes
Teleport or move actors to exact positions and trigger animations in sequence.
- Use
Teleport
orMoveTo
entry modes - Smooth rotation and movement included
- Trigger from Blueprints via
TriggerZoneInteract()
๐ 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
โ Key Features Demonstrated
Feature | Covered |
---|---|
Entry points with positioning | โ |
Animation montage triggering | โ |
Manual and automatic trigger modes | โ |
Tag/class/filter-based actor logic | โ |
Entry queue with delay handling | โ |
AnimNotify-triggered interactions | โ |
Full Blueprint support | โ |
Debug drawing for all components | โ |
๐ง 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.