Jump to Desired section while ending ability with AbilityTask In GAS

Hi Guys, I need help regarding with a topic.

  • I’m having an animation montage which has Begin, Loop and End. Lets call it UnknownMontage.
  • When activating ability, as natural, I’m running UnknownMontage. To run it using PlayMontageAndWaitProxy .
  • So montage runs on UpperBody slot and loops infinite.
  • I have another ability task listens the input press.
  • Here is the problem → When I’m pressing input, I want to jump ‘END’ section of UnknownMontage and resume the animation montage.

I couldnt find a way to resume with montage that I called in Activate Ability. I have checked return type from PlayMontageAndWaitProxy couldnt find something valuable. I have gone independent implementation when press end input calling ASC->PlayMontage() to start from desired frame or I can call Anim instance, which I already have character info in gameplay ability and run Montage_Play to start from desired frame. But these solutions that I have provided are doesnt seems the best practice, because, I’m also binding some delegates like onBlendOut or oncompleted in the PlayMontageAndWaitProxy those are not being triggered. Any idea or suggestion would be fine.


Additional perspective
You can imagine like a character wants to cook granade and throw it when input released. So you have, Pull the pin, cook at hand (lets say 10 secs(loop 2 sec 5 times playing)), and throw from hand. All of them carved in single animation montage.

Yep I’m answering my question again.

Turns out it wont be logical to think Gameplay Ability paralel to single animation montage on bulk. Better to threat each sections of montage individually. Do not expect relation, chain them off.

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