Animations with c++ NOT BLUEPRINTS

You can call Montage_Play for any number of animations without having to modify the AnimBP. When one anim is about done, just call Montage_Play for the next, taking into account time for blending out and into the next animation.

You can also have a Montage with multiple animations and use Montage_JumpToSection to switch between them, however, when jumping I don’t believe you get any blending so I think it’s better to call different Montages if you want one animation to blend to the next.

That said, for people using the AnimBP to play animations for their characters, they set an animation state machine to switch between the different animations. The animation state machine then leads to the final pose.