In my multiplayer game I have assassinations similar to Halo and COD. Some of these may have special effects, or special models/animations that need to play. I would imagine that I’d be able to make a sequence or something that I can call on those 2 players, and that’ll decide all the animations, effects, and whatever else I need. I’m going to have a bunch of different executions, so I can’t just “hard code” it right into the player BP using montage notifies and whatnot.
If anyone has an idea on how I would do this, please let me know!
So you need to make sure the montage references the skeleton, and then all you have to do is, for the player in question:
Have an event that is callable on those players.
On that event use “PlayMontage” or “PlayAnimMontage” (Try both, your setup may be better with one over the other.)
Input the player’s skeleton, and have the input of “Montage” be a variable, that is switchable on the fly.
Maybe you can pass an Int variable in and then have the “Montage” variable be set based on that int, after the start of the Event and before the montage plays?
This is the way I currently have it, and while it works, it won’t work in the future. My issue comes from the fact that certain animations will need certain particle effects to play, or specific meshes to be spawned and animated. Doing this with montages means that they’d all have to be “hard coded” into my character using montage notifies, and that can get extremely big.
This is why I was wanting to essentially make a sequence, that I could then tell particles to play, and animate specific meshes/actors. However there isn’t any way to play a sequence on 2 specific actors. I’ve heard of actor sequences, which could work, but it’s experimental, and I’ve heard it’s buggy.
I’ve got an idea that might work, but I’m curious if there is a “right” way to do this that I don’t know of. Nevertheless I appreciate the response!