So I’ve tried doing this two different ways. The first one is the one pictured below. I call an anim montage within the controller to play an equip montage. I do not want this montage to be interrupted, so I created a function called “Has Priority” in order to help ensure that the anim finishes. This means that when you press the equip button, you can not jump or sprint until the montage is finished. However, you can sprint or jump THEN press the equip button, and you’ll go through the montage. Not really ideal, but it works. The issue is when I press the equip button on my jump sequence. It works fine until I land, causing the montage to be interrupted.
The second option I used was calling a play anim slot function from the anim bp. This worked fine, however, I had issues using the DoOnce node. I thought I had figured it out, but when testing it I noticed that it too can be interrupted.
Basically, no matter how I rig the logic up, my equip montage is somehow interrupt able and I don’t want to be. Thanks for the help.