How can I get the name of the current animation from a playing montage?

Hey everybody!

So first I’ll explain what I’m trying to do rather than just what I’m doing to try to achieve it.

I have a controller-less actor that plays a specified montage in a loop for testing animations and blends for clipping, etc.

As we will have multiple anims playing in sequence from a single montage, I want to get the name of the currently playing animation to display on a floating widget. I can pull a fair bit of stuff from the montage but not the name of the current animation.

As a temp workaround, I have it pulling the name of the montage section which we need to manually set to match the name of the animation in that section; which is a lot of extra overhead I’d like to avoid.

I’ve also considered getting the name and have it automatically rename the section to match it but I run into the same block of not being able to get the name of the contained animations in the first place.

I’ve also gone and tried to get the currently playing animation from the skeletal mesh component and the anim instance with no luck.

Any suggestions? Any ideas would be greatly appreciated!

Hello! UAnimMontage has SlotAnimTracks UProp (TArray of FSlotAnimationTrack), which has AnimTrack UProp (FAnimTrack), which has AnimSegments UProp (TArray of FAnimSegments), which has AnimReference UProp and that is it.

Sweet! Is there a way to access any of this via blueprint? Or can it be quickly exposed to BP?