Hi,
You really should have to. Here the code I use:
if (UseAnim)
{
MyPawn->PlayAnimMontage(UseAnim);
}
MyPawn is an
ACharacter*
UseAnim is an
UAnimMontage
This is the implementation for PlayAnimMontage (its a function I made)
float AMyCharacter::PlayAnimMontage(class UAnimMontage* AnimMontage, float InPlayRate, FName StartSectionName)
{
USkeletalMeshComponent* UseMesh = GetPawnMesh();
if (AnimMontage && UseMesh && UseMesh->AnimScriptInstance)
{
float time = 0.0f;
return UseMesh->AnimScriptInstance->Montage_Play(AnimMontage, InPlayRate);
}
return 0.0f;
}