Issue with Using Animation Montage in Sequencer

Hey everyone,

I’m running into a bit of a roadblock with Unreal Engine 5 and could use some advice. I created an animation montage (Anim_Crash_Montage_1) using a custom animation (Anim_Plane_Crash_1) sequence of a crashing plane I made for a Rigged_Dummy_Aircraft skeleton. The montage plays perfectly when I preview it in the Montage Editor or during a live simulation in the viewport. However, I’m trying to use it in Sequencer to time my animations and VFX without keyframing everything manually, and that’s where it falls apart.

When I drag the skeletal mesh or actor into Sequencer and add an Animation Track, the montage doesn’t show up in the asset picker—even with the “Animation Montage” filter enabled. I can only select the individual animation sequence. I’ve tried manually assigning the montage via the Details panel, resetting filters, and even restarting the editor, but no luck. It seems Sequencer only recognizes the montage during live play, not in the editor timeline.

My goal is to leverage the montage’s built-in timing to sync with VFX and other events in Sequencer without keyframing each element. Has anyone else encountered this? Is there a specific setting or workflow I’m missing to get montages to work properly in Sequencer? Any tips or workarounds would be greatly appreciated—thanks in advance!


Fixed it with the animnotifies rather than the montage!

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