Hey, I added the screenshot now,
this used to work untill 4.5.1 version and it doesn’t work in 4.7.1,
I haven’t tested on 4.6 yet.
As I mentioned the duration returned by the Play Anim Montage function is 0.0,
which means that it failed to play, as I’ve read in the docs.
This was done in a blueprint extended from C++ character class.
Maybe it could have something to do with that in code from 4.5.1 version I was doing the spawning of these CharacterBPs from the code - gamemode class,
then in 4.6 → 4.7.1 this method stopped working so I changed the code to handle the spawning parts from withing GameModeBlueprint.
I explained it here in my answer: https://answers.unrealengine.com/questions/142829/spawnactor-failed-spawning-a-blueprint.html
However animations play great if triggered from the CharacterAnimationBlueprint using “Montage Play” function…
So obviously a different solution would be to use MontagePlay function in CharacterAnimationBlueprint ,
but that would mean I’d need to check some variables from the CharacterBP on each “onUpdateAnimation” event and play MontagePlay when needed, but this method would take a lot more checking and processing, considering I have many Characters in the game it seems a lot more optimized solution to play the animations only for the Character that was recently clicked.
I am thinking I should just rewrite all the blueprints to code, it’ll take some time but it’ll work.