AnimMontage blend times not affected by PlayRate?

It appears that a montage’s blend in and out times aren’t affected by play rate.

I noticed that if I play my animation with a really high rate it’s never even seen since it blends in and out before it has a chance to be visible. The blend times end up being longer than the animation itself.

The fix in C++ is really simple. I’m wondering if there’s a good reason for this at all or if this is a bug. If there’s a good use case for it not being affected I can add a property that lets you turn it on and off.

Actually I can see how if an animation is playing at a really slow rate you may still want the original blend in and out times. I might add an enum property for this along these lines:

Unaffected
AffectedByPlayRateWhenFaster
AffectedByPlayRate

I’d be open to suggestions. I myself find it pretty useful.

1 Like

bump I guess?
4 years later and there is still no solution. I’d like to be able to change the blending times in blueprints, but there is no way that I can find to do so

I ended up ignoring this problem but I may run into it again.
I think there’s also dynamic montage instance which lets you customize things like blend in/out instead of using the montage settings.