We have a single Anim Montage for say an intro reveal beat where the AI does the following in order:
- Wake up anim
- Wait for player to waive anim (loop)
- Throw player a weapon anim
- Wait for player to take practice shot anim (loop)
We’re using a mix of montage sections so we can create the loops and stitch together animations, and then we’re adding in anim notifies to check if the player has done an action so AI can move onto next section.
==The Bug / Feature Request==
The issues come in when we update the timing of an animation. We reimport the new animation FBX into the the original animation UASSET, that works fine, but the Anim Montage is still running off old data such as End Time duration (even if closing the editor and restarting).
If we click the yellow arrow to reset the End Time to default it goes to 0.0 and not the length of the animation.
We currently have to rip out the updated animation from the Montage and drag it back in, which messes up the whole timeline of placed markers for sections and notifies. We could update the duration by hand and timeline would scale, but often times animators will have changes to a couple animations at once so we’d still run into the same issue of rebuilding the montage form scratch essentially.
==Repro Step==
Open up or make an Anim Montage that has several animations stitched together along with several AnimSections and AnimNotifies.
Then either:
A. Select one of the animations in the montage and change it to another animation in the drop down list.
B. Reimport a longer animation for one of the stitched pieces.
In both cases, notice the End Time for that animation remained the same as original, and none of the timeline markers for montage sections or anim notifies moved to accommodate the animation change.
==Expected==
Auto update the montage with changed animation lengths and move all placed markers relative to the change.
And / Or ability to mark Montage Sections to snap at the end of an animation, that way it auto moves and brings with it Anim Notifies that are snapped onto the section with the blue symbol.