Thanks - actually that is exactly what I did. My problem was that I was playing the montages for reloading by casting to the anim instance of the weapon mesh in one area of the event graph, but I was doing the “reload out” montage on another anim instance of that mesh in a different area of the event graph. So each they didn’t know the other existed. By forking the anim instance pins for the reload anims and dragging them all the way over to where the reload out montage was getting called, it worked. The reload out montage takes over and interrupts the previous montage being played in the anim instance. Thanks again for your help!