I’ve created an animation montage that contains an animation to play at character death. It has a notify when the animation ends so I can respawn a player. When I debug the C++ I can see the Montage_Play get called and the subsequent notify correctly fires but there is no animation played in the game.
I’ve read about bend out and blend in times but I have set these to suitably short values so they don’t override the animation itself.
If anyone else has seen this behaviour before any tips would be appreciated.
if (CharacterState == ECharacterState::DEAD)
{
return;
}
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && CombatMontage)
{
UE_LOG(LogTemp, Log, TEXT("HoR Base Character has no health playing dying animations."));
const float PlayTimeResult = AnimInstance->Montage_Play(CombatMontage, 1.0f);
AnimInstance->Montage_JumpToSection(FName("Death"));
if (PlayTimeResult == 0.f)
{
UE_LOG(LogTemp, Warning, TEXT("Combat Montage failed to play."));
}
}