Animation montages block eachother in GAS?

Hi i am facing a weird problem that i think is cause of missing knowledge. I am trying to translate my already working hack and slay combo system into the Gameplay Ability System to make future development easier and more structured (the Blueprint is exploding with node trees and it gets really overwhelming at times. GAS would structure it way better and helps finding spots faster too) .

However what i am doing is having one Core Ability Blueprint for those standard light and heavy attacks and have them be children of it .

It transitions from light attack 01 to 02 but it doesn’t execute the animation montage of it.

My guess would be that the previous montage is blocking it .

My Setup of the Blueprint looks like followed:

I have a lot of debugging texts in here to try to see were the problem lies but it just doesnt help more than that it is trying to play it but not playing it.

Regardless of which montages i take its always that the first plays but the following doesn’t play.

So i can outrule that the Problem is with the animation itself.

So as someone new to G.A.S. what am i doing wrong ? i don’t quite understand why it is stuck there not executing those montages in the 2nd ability while the pure blueprint one where i run through an array of montages based on an index works without a problem.

What is causing it to block the execution ? the animation is set so its not a null reference causing this.

The children have their setup like this for the first

and this for the 2nd and following attacks

As to how i call those in the thirdperson blueprint :

i call the execution of the parent tag. so i have Lightattack.[1-4] as subtags .

I do enter Light attack 02 once and i can jump with the blueprint into the section. it has everything it needs correctly but doesn’t execute the animation which causes the AnimNotifies not to trigger and the whole system not to work.

Hey @Aya_Zyndoulain how are you?

I’m trying to figure out what is hapenning with your BP and the first thing that comes to my mind is to reduce the blend in and blend out time of your montages to something between 0.1 and 0.2.

You can also add a “Montage Stop” node before the “Play Montage and Wait” node to be sure the current montage is not blocking your new montage.

The last thing I’d try is to handle what happens when the montage is completed, is blending out, is interrupted or is cancelled, as it could fail for a lot of reasons! I recommend you to add End Ability nodes at least for “Completed”, “Interrupted” and “Cancelled”.

Please try with these changes and let me know if it worked! Othewise I’ll try to research more about this to help you!

thank you for your reply. well i could see that blend in is happening for the second animation but something is interrupting it right after. Is there a way to get the interruptions caller somehow ? cause i cant figure out what is interrupting it

Edit: OK i figured it out . the reason seemed to be that the ability was ending to soon. so that on completed had been never triggered which i assume was still occupying the animation slot and therefore interrupting. but out of curiosity for future problems is there a way to find out the interrupt caller?

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Hello again @Aya_Zyndoulain !

It’s a pleasure to have been of help!

Regarding your last question, it is really hard to know exactly what is interrupting your montages. You could try by debugging the animation blueprint or something like that, but it would be much better to use that time handling the possible outcomes of your “Play Montage” nodes.

Instead of knowing what is interrupting your montages, you want to understand what should happen when it is completed, blending in, blending out, being interrupted or cancelled! In that way, it doesn’t matter what is blocking/interrupting it, because your montage will execute the proper logic in each case!

Hope this helps you!

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