Anim Montage fires notify but animation doesn't play

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."));
		}		
	}

Hello! Can you recheck it with notify that is subclass of AnimNotify_PlayMontageNotify?

Hi thanks for responding, I switched over the notify to be a AnimNotify_PlayMontageNotify but unfortunately the animation still failed to play.

This actually stopped the notify firing as well and the remaining respawn logic didn’t execute.