[Here’s a new link to the project.][1] (It’s got the default map set.)
Afaik, all of the things I did have been specified.
I think the main problem perhaps is that you may have forgot to:
Place the Actor in the actual level
Assign the AnimBP to the skeletal
mesh
Cast to the AnimBP from the
AnimInstance (in the level
blueprint)
Like I just realized [in the last screenshot you gave me][2], you weren’t casting to the Anim BP from the anim instance. When I set up animation last time, I ran into the same exact problem, i.e., I couldn’t connect anything to the event - the wire kept snapping. You have to make sure you cast to the AnimBP first and then pull off the cast and then find the event. (Sorry my last few instructions left out that very important point.)
With the following set up, it will definitely work. Just make sure you followed step 1 (for creating the montage and setting it up in the AnimGraph) in the initial answer post.
A thousand apologies, but I still can’t get it to work I’ve tried to recreate the steps and copy exactly what you’ve done with your example project but it won’t happen.
I absolutely deserve every insult you can think of, but I’d really appreciate it if you can have a look at my example version and see where I’ve messed up.
The way you have it set up right now works. The reason why it looks like it’s not working is because:
①you’re starting the animation at .5 seconds in (0.233333 seconds from the end).
AND
②the animation montage has the default Blend In Blend Out times set to .25 each.
So the animation you’re getting back is less than a couple frames long (it’s super quick, so hard to notice). The Blend in/out is happening at the same time; if you look very closely, you can see your character twitch the instant you enter the trigger.
So, basically just try setting the Blend In/Out times to 0. (look at the blendtime.png above to see where that is; it’s easy)
Awesome it worked for you. If it’s all good, you should probably mark as answered so other people know.
Just in case you want to know how to make it so Andromeda doesn’t reset after the animation is over, screenshot provided not by me, but by GageCornelius, may help (you basically create a new section in the montage for looping the last frame).