How to play an animation montage when you have two meshes for the character

I have a replicated first person coop (listen server model) shooter, my solution for needing to display the arms in front of the camera is using an owner only see first person mesh (the arms) and a owner no see third person mesh (full body), I’m using the default mannequins for learning before I make my own.

I created a simple animation montage of the first person mesh making a finger gun, and a separate montage for the third person mesh to spin in circles just to see how playing the animation works, and neither will play. I assume this is because I have two meshes in the character blueprint, but I haven’t done animation before so I could always be wrong!

I went into a fresh third person project and made a sequence then a montage for the third person mesh and it worked fine

This is the player character hierarchy

Here is the finger gun animation seq I built the montage from with the retarget asset source shown

And here is the details tab for the “firstpersonmesh” seen in the character hierarchy above, with the skeletal mesh asset being shown as the same

I am open to any solutions, if using two SM is incorrect, let me know any solutions / resources, thanks!

I have disabled blend

This is how I trigger the animation

The print statement works.

On input event, call a branch decision, that directs execution based off a check if the mesh is set to one or the other, and then plays the appropriate montage, your animation BP also needs a special node for it to work, I can’t remember the name but I can screenshot it when I’m at my computer later

What logic should I use for the bool exactly? Sorry I’m not familiar with what bp’s to use in regards to animation. Also “check which mesh is set” is making me think you believe I’m swapping between two meshes, when two meshes always exist (example picture from my characters blueprint)

Thank you for your help :smiley:

Still haven’t got this working, if anyone knows

The Boolean would be checking Wich mesh you want to animate, doesn’t have to be a Boolean but you’d want some sort of check id think to determine Wich mesh to animate. As far as the montage, it’s your animation BP that needs a special node placed in its execution chain in order to fire when called elsewhere.