Apply additive animation on specified bone/bones

I don’t think so, it looks like it’s working as intended by design. It’s just an issue for me since this isn’t what I want.

Engine is just playing the full body slot animation, since the montage started playing when character wasn’t moving. Then, character suddenly starts moving, it won’t magically know it should play the upper body slot montage, starting at the same frame the previous montage stopped.

I could code this to work, but it would get incredibly convoluted. this is why I went the state machine way, it should be way easier to make it work for this specific case than montages, since the whole thing is dynamic, and not just isolated montages being played.

But I think I’ve figured out a way. Let me try it and I’ll post an update