AnimMontage(slot) is not worked in sub anim instance?

Sub anim instance is very good feature.
But I can’t use because of some problems…
(I was noticed the crash issue was fixed in 4.15)

If I can use AnimMontage(slot) in sub anim instance, it will be perfect.

Hey history1213,

Thanks for reporting this. I’ve entered UE-41144. You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Hey ,

Just wondering whether there has been any progress around this, would be a really nice feature to have to allow us to keep our per weapon animations more modular via the use of sub instances.

I get an error when I try to visit page for UE-41144, so unable to see the status of it there:

Hi ,

Is there any news on this issue?
It still not working in UE4.20.2. Is there any ETA when it will be fixed?



It says in JIRA UE41144 that “this is by design, as they can be swapped at runtime”, but in fact, I don’t understand it clearly.

As my understand from the code implementation, montage can be played by subAnimInstance.

  1. Get the SubAnimInstance pointer by USkeletalMeshComponent::GetSubInstanceByName.

  2. Call Montage_Play from SubAnimInstance.

But there is a small bug if the Montage has root motion and played in SubAnimInstance, Character will not be moved by the root motion montage。

I try to fix it as below.


Any way to raise the priority of this issue ? Facing the same problem in 4.25. LinkedGraph share the same issue. Here I’m unable to track the status and Unreal Engine Issues and Bug Tracker (UE-41144) is also not working for me.

Could the proposal from Liu mentionned below be studied as a path for a fix ?


Any update on that issue ? Linked Graph suffer from that same limitation. Since Gameplay Abilities rely a lot on Montage and slots, that limitation restricts a lot the use of Sub Anim and Linked Graphs. Could we track the status of the issue as UE41144 seems unknown and reconsider the hints from Liu ?