Montage does not play

Hello. My montage does not play and also my character does not stop when playing it . I have setup a behaviour tree (thought that i need to stop it) please help me.

Hi, did you setup your animation blueprint to play the slot of the montage you use? And did you make sure (print for example) that you execute the “attack” custom event?

You mean to setup the cache pose and use a layered blend bone if yes then i have done that . And i call
Out the attack function in my AI BLUEPRINT

I meant the slot in the animation blueprint and the montage. So I would make sure that the montage you want to play uses the “DefaultSlot”.

So those two need to be the same, otherwise the montage won’t play. So if your montage uses the “DefaultSlot”, then I would try to pin down the problem. First I would make sure that the montage does play correctly by putting the bot in the level with the default AIController so it does not execute any behavior and then directly call “PlayMontage” on a timer to see if that works. If it does, then something is going wrong inside the attack event or you interrupt the montage (so you could check whether or not the “OnInterrupted” executes).

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So it does play the montage but the root motion is not working?

I forgot what hapens when you play a montage with root motion but disable character movement, but I guess it won’t move. So in your character-blueprint image, try to not set the movement mode to custom.

Yes my montage uses “Defaultgroup.defaultslot” and same is in my blendspace . well i have an emitter plugged in my animation and it plays(from starting only) but the character does not move as it should in the animation

it just plays moving forward animation which is set in its blendspace while playing emmiter(sorry for being late)

I got a bit trouble understanding the problem/setup =)

(1) you play a particle system in the montage and that particle system does play correctly when you play the montage?

(2) does the montage have root motion?

(3) if (2), then did you enable root motion from montages in the animation blueprint (should be the default setting)?

Otherwise I have no idea, but can only suggest that you try to pin it down by first only playing the montage without anything else going on, and then step by step reenable all the logic until you have what you currently have and see where it fails.

OK so

  1. Yes that plays correctly without errors
  2. No from starting the montage, animation did not have root motion
  3. (According to 2) I tried to change the root motion to 'no root motion extraction’in my blendspace and i tried to play only montage without behaviour and still no progress
  4. When i replace it from “Play animation” it works perfectly with the emmiter. Which means (according to me) that animation has no problem.

No idea, sorry I couldn’t be of help.

You’re the man and or woman! Completely spaced this tonight and found this comment :slight_smile: . Still relevant.