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.
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.
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?
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:
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
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.
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.