Record Animation Montage?

Hi, I have combined two animations to form an animation montage. I’m trying to record it to form a single animation sequence. But I can’t find any way to set the times for recording. All I see is setting the start and end manually, which isn’t very accurate. I can’t find any details on this in the documentation either. Is there a way that I can just record an animation montage from start to end automatically, or by specifying time points?

AFAIK you can record whatever it is you need, then open the new sequence and scrub to the point where your montage would start and delete previous frames. Do this on the other end as well and you should end up with what you need. This is an old question though so you probably figured it out by yourself already.

Your best bet here is to use sequencer.

  1. Create an empty map

  2. Drop your Character and zero it out

  3. add a level sequence

  4. drag your character into the sequencer from the world outliner

  5. Be sure you’re on Frame 0, hit the Animation button and add the first track

  6. Right click the track and copy the end frame

  7. Type in the end frame into the “Current Frame Field” which is orange and to the right of the magnifying glass, which is to the right of the filter field above the main track list

  8. Click the Animation button and add the second track.

  9. Right click that track and get its last frame

  10. Type into the same orange field to set the playhead to that frame

  11. Right click the playhead and choose “Set End Time”

  12. Hit the OPTIONS button on sequencer’s toolbar, which looks like a greyed out eyeball over 3 dots, and hit “EXPORT”

You’ll get everything in the map…so make a blank map.

I’m rezzing this because I need to know if there’s a better way to do this? I’m guessing that Unreal’s new Motion Matching takes care of this problem, however, for versions before 5.4, is there any way to ACCURATELY record a custom animation so that it syncs automatically, or at least, with the default animation lengths.