I’ve done some Googling, but I can’t find out how to detect the On Blend Out, On Completed and On Interrupted events when playing an animation montage in C++. I see a lot of examples where people will play a montage and then set a timer based on the play length of the montage so it triggers once the montage completes, but ideally I need something that can also pick up when a montage is interrupted or starting to blend out and be more precise that way.
Is there an easy way, like in blueprints, to simply say “if the montage is interrupted, then run this code” or “if the montage starts to blend out then do this, and then when it’s fully complete do that”? All examples I try to find of On Interrupted or On Blend Out events just point me back to blueprints which isn’t helpful.
Would you mind posting how you are loading / setting up your animations in C++? We have some code but it is ugly and I think it could be more streamlined.