im trying to activate the attack animation when the run animation on going, for that perpse i created diffrent slot and followed a totorial - but the animation not playing at all when im changing the defoult slot.
Hi @tselcetel,
Just to clarify in your AnimMontage, are you using a custom slot name (something other than “DefaultSlot” or “UpperBody”)?
From the AnimGraph you shared, I only see those two slots connected through a Layered Blend per Bone. If your Montage uses a different slot (like “AttackSlot” or something custom), it needs to be connected in the graph as a Slot
node with the exact same name. Otherwise, the animation won’t play at runtime.
Could it be that the slot you’re using in the Montage doesn’t match any active slot in your AnimGraph?
Let me know, happy to help you set it up properly if needed.
i had only the defult slot. i added upper body slot but when i swich to it it wont work. i was thinking that may be the case, but i dont know where else im using the defuld slot
Hey! I wanted to suggest an alternative that might work better, especially if you’re trying to attack while running.
Instead of switching animation slots directly in the montage or relying solely on one slot, you can structure your AnimGraph to blend attack animations with your running locomotion using a Blend Poses by Bool
node.
Here’s the idea:
- Use two cached poses:
- One for UpperBody (contains a
Slot
node like “AttackSlot” where you play your montage). - One for LowerBody (your regular locomotion state machine).
- One for UpperBody (contains a
- Use
Blend Poses by Bool
to combine them based on a variable likeIsAttacking
.
When IsAttacking
is true, the system blends in the upper body attack animation while preserving the running animation on the lower body. This allows the character to run and punch at the same time.
I learned it from this video, at minute 22.30 it shows how it would look