There still should be an option in the anim editor in UT2k4 to indicate the behaviour of the sequence. Select the sequence and check the animation properties part of the editor. There should be something there for loop vs rewind or something like that.
check your animtree -- there should be a blendtime option depending on what nodes you used to set the tree up. I had the same problem -- it was set to .2 by default (or some really tiny number) which caused my anims to blend. Setting this to 0 made my animations snap into place with no blend.
Hey guys, thanks for the speedy response, ive read through the userguide posted there, and looked for an anim tree, but im using UT2004 (Build 2004-11-11_1048) and i cant seem to find any of those features. Im assuming they werent around when this version was made. I just find it odd that you would make an animation…
Hey guys Me and a friend are modding a belt fed machine gun into killing floor, a udk based game using the 2004 system (i think). Unfortunately im running into some rather frustrating problems. UDK seems to want to blend my animations together. My machine gun has a flexible but limited belt, which feeds into the gun when…
You also need to make sure its set as a looping animation. Else it will interp between the end frame and the start. http://udn.epicgames.com/Three/AnimSetEditorUserGuide.html
Unless I remember wrong I think you need to do this from unreal script but it should definitely be possible. The general idea should be to setup an event on the end of the animation and from there reset it back to the first frame. Been quiet some time since I did anything in Unreal Engine 2 so hopefully I am not pointing…