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Getting Started

This guide shows how to quickly set up and use the Animation Trigger Zones plugin entirely in Blueprints โ€” no C++ required.


Plugin Installation

  1. Open your Unreal Engine project.
  2. Go to Edit โ†’ Plugins.
  3. Search for Animation Trigger Zones.
  4. Enable the plugin.
  5. Restart the editor to apply changes.

Plugin Installation


Adding a Trigger Zone to Your Level

  1. Open the desired map in your project.
  2. Select an existing actor in your level (or create a new empty Actor).
  3. In the Details panel, click Add Component โ†’ search for AnimTriggerZone and add it.

๐ŸŽฏ This component handles all animation triggering logic and can be configured via the Details panel.


Assigning Animations

Animations are assigned through ATZEntryPoint components.

  1. In the same actor, add at least one ATZEntryPoint as a child of the AnimTriggerZone component (via the component hierarchy).
  2. Select the ATZEntryPoint.
  3. In the Details panel, add one or more AnimMontage assets to the Random Montage array.

๐Ÿ“Œ ATZEntryPoint must be a child of the AnimTriggerZone in the component hierarchy. Otherwise, it will not be used at runtime.

๐Ÿ“Œ Even if you are not using entry-based movement, you must have at least one ATZEntryPoint to provide montages.
Each entry point acts as a container for animations.

Assigning Montages to ATZEntryPoint

๐Ÿ’ก You can add multiple entry points to offer variety or random selection.


Optional: Adding Interaction Points

You can also use ATZInteractionPoint components to trigger additional logic during animations (e.g. grab, push, pick up):

  1. Add one or more ATZInteractionPoint components as children of the AnimTriggerZone.
  2. Assign a unique Interaction Tag in the Details panel.
  3. In your animation, add a ATZInteraction notify and set the same tag.

โš ๏ธ Just like entry points, interaction points must be children of the AnimTriggerZone component to function properly.

Adding ATZInteractionPoint as Child of AnimTriggerZone Setting Interaction Tag in ATZInteractionPoint Details


Configuring the Zone Shape

In the Shape category of the AnimTriggerZone:

  1. Choose the zone shape:
  2. Box
  3. Sphere
  4. Capsule
  5. Set the corresponding dimensions:
  6. Box Extent
  7. Sphere Radius
  8. Capsule Radius and Capsule Half Height

Choosing Collision Shape and Adjusting Size


Choosing Trigger Mode

In the Animation category:

  • Trigger Mode
  • Auto: plays animation automatically when an actor enters the zone.
  • Manual: requires calling the zone manually from Blueprint.

  • Repeat Mode

  • Once: plays once per actor.
  • Loop While Inside: keeps playing in a loop while the actor stays inside.
  • Repeat On Reenter: plays every time the actor enters the zone.

Trigger and Repeat Mode Settings


Manual Trigger (Blueprint Example)

If you're using Manual mode:

  1. Implement the OnAnimTriggerEnter event from ATZCharacterInterface in your character Blueprint.
  2. Store the passed zone reference in a variable.
  3. On button press, call Trigger Zone Interact and pass Self as the actor.

Manual Trigger Blueprint Example Using Trigger Zone Interact


Testing the Setup

  1. Click Play to test the level.
  2. Move your character into the zone:
  3. In Auto mode, animation should start automatically.
  4. In Manual mode, call Trigger Zone Interact from Blueprint to trigger it.

๐Ÿ’ก Enable Enable Debug Draw in the zone settings to see the zone shape and entry point directions during gameplay.


โžก๏ธ Continue to Trigger Zone Settings for detailed parameter explanations.