My code logic works like this:
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Use UAnimInstance::Montage_Play to play a montage A.
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Use UAnimInstance::Montage_IsPlaying to check if A is finished.
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If it’s finished, use UAnimInstance::Montage_Play to play montage B
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Or certain game logic conditions are met, even if A is not finished, play montage B too.
But I find that, if A is very short, or the game logic conditions met very soon after A is played, playing B cause it to show T-Pose (reference pose) briefly.
I’ve tried to set blend in and out time of my montages to 0, but problem remains.
Could anyone help? I need very subtle animation controls in C++ and don’t want to use sections in montage.
Thanks.