Montage Play node fires however the animation does not change at all

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