I’m currently working with the Paragon: Sevarog package from the marketplace. When first initializing animations, it plays a montage of the hammer dropping from the sky and the character rising up from the ground. The problem is that this is done with blending so what you actually see is the character spawn in the idle pose, sink into the ground, and then rise up. This is how it’s set up by default, so you can just grab the project and see for yourself if you want.
To get around this, I tried creating an anim state that used the animation from the montage with a play rate of 0 that transitions to Idle after the start montage is finished. This fixes the start position and looks great until the end of the montage at which point it now blends from frame 0 of the start anim into idle, since that’s what the current anim state thinks we’re at.
FYI, I also tried setting the montage blend duration to 0, but that results in a single frame of the idle pose before the montage kicks in. This cannot be bypassed by hiding the actor with a delay. As soon as the actor becomes visible, we’ll always see the single frame of idle and then it will jump to whatever point in the montage it’s at.
Is there any way to have no blend in on the montage and have it simply start in the right pose, play the animation, and then either snap or blend to idle but using the final frame of the montage as the blend source?