Animation Montage Not Playing. Slots are correct. What else did I miss?

I have an animation montage called “FireMontage”. Its animation is set as below with a slot set as “WeaponSlot”. The animation window shows the montage playing correctly.
image

Animation Blueprint showing that the state machine is going through Slot “WeaponSlot”

Character Blueprint showing the attempt to use this via Montage Play. The Animation Blueprint is set correctly - verified by using breakpoint to examine during runtime.

Not sure what else is wrong at this point or where to begin to correct.

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Hi there,
Make sure the variable “animation blueprint” is taken from Get Mesh + Get Anim Instance.
Are you calling this montage from your character BP or inside the Animation Blueprint via notifies?

Thank you LFA.

The below is setting the variable. This is being done in my BP for my character.

The image above showing the blueprint nodes being set to call the montage play node are also done in my BP for character.

I see now. Your variable animation blueprint is your character, it should be “get mesh + anim instance”. Therefore, to fix it, connect get mesh + anim instance to the target in the Montage Play node

To clarify, there are 3 different ways to call a montage:

If you want to use your variable “Animation Blueprint” saved from your character class, use the node “Play Anim Montage”.

Plugging in mesh + anim instance to Montage Play produces same result (montage not playing). I will review your other two ways as well.

Documentation is also suggesting that the mesh needs to have an animation mode set. I am following a tutorial where he has not had to do any of these things so I’m just digging piece by piece until I solve for it :slight_smile:

Edit: NOTE that ABP_PlayerCharacter in my start event is the Animation Blueprint. I do a cast from the mesh to the Animation Blueprint and that is what is cached on the Player Blueprint.

That is correct, you need an Animation Blueprint setup


How to blend upper/lower body animations - Unreal Engine 4 - YouTube

Drat. I already had that set as well. I was hoping I had missed something on the mesh itself.

Solution:

image

Under Advanced We have Pause Anims. Mine was checked, which was my own ID_10_T error as I was placing a muzzle flash and had to check this to get the placement right and then forgot about it.

Which will stop animations from working after that. Not normal animations… because my locomotion was working as intended, but the montage it was trying to apply over top of that was not registering at all.

Unchecking that fixed my issue.

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