Gameplay ability system anim montage instantly cancels upon activation

Hello! I’ve recently started using GAS, and I’ve hit a bit of a snag that I haven’t been able to find a solution to. I’ve been following along with this tutorial to set up an ability tied to an animation montage, and I followed what they did almost to the T.


However, nothing happens when activating the ability, and I get both debug log messages one after the other, meaning that it tries to play the montage but it gets instantly canceled for some reason. I wasn’t seeing any errors either until I looked into the output log, where I found this:

So I went to ask for help in a big Unreal Discord and someone there said it might be because I wasn’t “initializing the actor info” for the ability and proceeded to link me some documentation with C++ stuff. The thing is, the tutorial never did any of that, they just went straight in and added the ability/PlayMontageAndWait node, and it worked for them just fine.

The only notable difference between the tutorial’s setup and mine is that their project was a single-player, third-person game made in 5.5, whereas mine is a multiplayer FPS (meaning the player pawn has two anim blueprints/models for first and third person) on 5.4. Could any of these differences be the cause of the issue, and if not, what might be the problem?

well i suspect the setup is the issue on ability execution.


can you make a screen shot for us to see its execution.

also a bigger screenshot of scripts in ability can be nice, since I am not sure maybe can be also if you are calling end ability too soon.

Instead of continuing of the top execution pin, try using the “on complete” otherwise it will immediately continue execution chain to end ability, and since you have cancel on ability end nothing will happen. Additionaly do you have the anim BP setup to use anim montage?