Is it possible to play a montage (not animation sequence) through a sequencer?
I’m using 5.4 now and I’m trying to build a VFX sequence. I’m using montage cause I’ll be adding Niagara through the anim notifies. I’ll be playing the montage multiple times through the sequence, so I would love to play it from the level sequencer, but it seems impossible.
In the sequencer, the animation slot for a skeletal mesh only shows animation sequence, not montages when I hit the + sign. Any suggestions?
I couldn’t do it in the Sequencer because I need to be able to scale the code, and use it for more than one character. The Level Sequencer locks you in (I mean, I’m pretty sure you can bind random characters, but this can get messy). So, I did the Montage coding in Blueprints. Annoying, but VERY flexible and stable.
One way to play montages through the sequencer is to make an Event Trigger track for the character, and then in the event binding in the Sequence Director, call Play Montage referencing the character calling the event. That’s how I handled it.
The downside is that it doesn’t show the frames/duration of the montage, so it’s less convenient than playing an animation directly. It also requires the character to be using an Animation BP, rather than just playing animations.
On the plus side, calling them like that allows for things like animation montage blending to happen in the character’s animation BP, so it opens up some dynamic flexibility for character movements and such while a sequence is controlling them.
While not likely relative to your use case, also remember that if you have a character set up to move/rotate/scale in its BP or Anim BP, you’ll need to hit the little disable symbol (Circle with a diagonal line) on the transform track for the character in the sequencer, or the sequence will fight with the code and cause slight trembling.