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.