Hello, thanks for your answer. I’ve tried your solution before posting my question and it didn’t seem to work. Just to clarify, my Animation Blueprint is based on a custom c++ class which is based on the UAnimInstance class. There, I’ve had a C++ function which contains the logic you’ve shown on your picture and it didn’t work.
My C++ logic:
if(GetHitMontage && !Montage_IsPlaying(GetHitMontage))
{
GLog->Log("Playing get hit montage");
Montage_Play(GetHitMontage);
}
When a collision happens the GLog function fires just fine, however the montage doesn’t play.
Thank you,
-Orfeas
Edit: The GetHitMontage is a UAnimMontage* and I’ve included it in the default values through the Blueprint editor