Play a montage when a previous montage finishes, in C++

Thanks for answering. Yes, I’m not using animbp because I’m porting an old project to UE4 which write animation logic purely in C++ using “play A, if A finishes, play B” pattern.

I’m afraid event method may not a good choice for me. Firstly, I play every animation in this pattern. Adding an event to end of every animation doesn’t look a smart way to manage things. Moreover, there is already a “blend out” setting in montage, which is exactly meant to do what I want to do – it’s time to blend out old animation and blend in a new one. Second, adding events doesn’t solve my problem. It just shifts the problem from “blend out” setting to event. If the event triggers shorter before the animation ends than the second animation’s blend in duration, I still get the same problem.

Thanks.