In my project, I play animation montages via C++. I have a situation wherein I would like an animation to play on the UpperBody slot up until a certain montage section is hit, and then switch to the FullBody slot.
Is there a way I can change the slot while the animation is playing, either via C++ or via the animation editor? The only other workaround would be for me to have two separate animations, which is extremely non-ideal, given the scenario (my character may raise his weapon and run around with it raised, and then swing, at which point we switch to the fullbody slot and apply rootmotion).
I have a Root Motion animation on a DefaultSlot and an InPlace animation on an UpperBody Slot. I’ve set up with 2 sections.
I know that sections aren’t treated individually so if the first animation is a Root Motion it will treat the second as one to even if it’s not… but I can get around this by using “Set Root Motion Mode”, then jumping to Section.
BUT, it appears it will only play the DefaultSlot, and I can’t figure out how to switch to the UpperBody Slot.