Montage with Animation blueprint linking

Hi,
using Animation Blueprint linking, is it possible to play anim montage ?
I tried may ways but all i can get it to do is swap a piece of animgraph nothing else.

The bottom exemple from fortnite seems to imply you can swap attack animation for different weapons with this, and from what i know, fortnite used Montage for anim, unless it is no longer the case ?

Anyone got any experience on it ? i couldn’'t find much tutorial or video about it.

I do have the same issue. The slot for the montage seems to be ignored and in the end the montage is not playing. Did you find a solution for this issue?

It seems to be that this is not yet supported by the Engine…
https://github.com/EpicGames/UnrealEngine/pull/4866 , the changes are from 2018 and were never merged into the development branch.

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Yes it was really the issue, this feature is not yet implemented! With the help of the pull request above I was able to get montages for slots that are present in linked anim layers working.

In case anyone reads this please give a thumbs in https://github.com/EpicGames/UnrealEngine/pull/9316. I try now to get this feature into UE5. :grin:

Does anyone know if this is fixed in Unreal 5.1? I can’t get mine working yet.

I know it’s late but for anyone still looking for this, check this box in linked layer animblueprint Class Defaults:
UnrealEditor_0AJeasAn4c

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OMG, I’ve been searching for a way to make that happen for weeks already and since I recently ran into that issue again I started another iteration of google researches and suddenly ended up here. Spread the word guys! There are many people looking for this actually. It works like a charm! Thanks a lot.

Ah, thank you very mutch! You are saved a lot of time for me!

But I didn’t find this property, so I used these node for that:
Pic

So now I need to revert all my custom solution for that case. My solution was creating custom PlayMontage node on C++ that called PlayMontage in targeted LinkedAnimMontage and also I had created custom AnimNotifies… So now I can delete that bad code and just enable this property.