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Browse Community Snippets›Input & Controls·Up to Community Snippets · Input & Controls·2 of 3 in Input & Controls

Using Animation Controller With MoveTo

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  • using { /Fortnite.com/Devices/CreativeAnimation }
    using { /Fortnite.com/Devices }
    using { /Verse.org/Simulation }
    using { /UnrealEngine.com/Temporary/SpatialMath }
    
    # Demonstrates using the animation controller to listen for events on and stop MoveTo animations
    animation_controller_example_device := class(creative_device):
    
        @editable
        Prop: creative_prop = creative_prop{}
    
        OnBegin<override>()<suspends>:void=
    
            if(PropAnimationController := Prop.GetAnimationController[]):
                PropAnimationController.MovementCompleteEvent.Subscribe(HandleMovementComplete)
                PropAnimationController.StateChangedEvent.Subscribe(HandleStateChangedEvent)
    
        
        StartAndStopMoveToExample()<suspends>:void =
    
            # Starts an animation on the prop and changes animation_controller state
            spawn. Prop.MoveTo(transform{}, 1.0)

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Last updated 2026-07-26T12:56:44.248300+00:00

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