New Event: AnimationTrack.Ended

Generally when it comes to detecting animations, it’s because waiting is inaccurate if Client has a different fps which makes task.wait() go after even if the animation is still playing in slower playback.

also as they’ve mentioned

task.wait() isn’t always a solution but it doesn’t mean task.wait() is a bad practice to use


Does it fire if AnimationTrack is not looped and finishes on its own: yes, it should.
If you don’t delete the track does it fire again if track is stopped again: yes, it should (you’d have to also “play” it again).
If you test & find it doesn’t behave like this, let me know (reply on thread with code/details on what you’re observing).

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Does it fire inbetween loops if track is looped: no.
This fires when the animation track is completely done affecting the world.

  • The track is non-looped, it completes playing and stops of its own accord (and is done with any fade out effect).
  • The track is stopped ‘manually’ with a call to “Stop” (whether looped or non looped), and completes its fade out.

Please let me know if you observe something different from this (reply to thread with code/examples, highlight expected vs actual behavior).

Task.wait() is code smell, which means you should always use the alternative. If you check whether the track has stopped playing, do task.wait() until the fade out is complete, when you could also use this new method, using task.wait() becomes bad practice.


Animation blending, as a concept, simply means making a smooth transition between two or more animations on a single character or Skeletal Mesh. In Unreal Engine 4, there are various ways in which such blending can be applied. In this document, we will overview each one and how they can be applied to your characters.

Additive animations are calculated by subtracting two animations with each other, and is stored as the difference between the two. Additive animations are not really usable by themselves, as it needs to be added to another animation in order for it to work. The idea behind using additive animation, is to find additive poses that can be applied to multiple animations. This reduces the overall number of animations needed for each state. For example a weapon reload animation could be made additive. Now it could be added on top of an idle animation, a walk animation set (forward, back, left and right), and running. So instead of doing a reload while walking forward animation, and all the other combinations, a reload additive is made instead, and added on top of walk forward, run backwards, and so on.

You could say additive animations is a part of blending animations, but blending animations is not a parrt of additive animations. They’re inherently two different things, but blending animations is a means of smoothing it out while additive animations is “creating new animations” by adding multiple animations together where one could possible smoothen it out using a blending technique.

That said, it is currently entirely possible to create additive animations by manipulating every keyframe of two different animations. (Correct me if I’m wrong)