I’ve got a series of reload animations I want to play via Montage, for a number of reasons (an “active reload” style branch, also the ability to resume the reload from any of a number of key positions if it’s interrupted so that interrupting the reload doesn’t completely restart it)
Unfortunately, my reload animation is an additive animation. When I use the additive preview mode in the Montage editor, it works fine, but in-game the slot output functions instead like a normal animation (i.e. if I feed it to a base slot, it plays the animation rather than shrinking the character to a tiny dot, if I feed it to an additive input, rather than playing the additive anim, it explodes my character into some sort of horrific sky demon knot of bones).
The montage seems, at some level, capable of handling additive anims (hence the preview working properly) but inside anim BPs this functionality isn’t implemented, or at least isn’t implemented properly.
It would be awesome if we could either configure montages as additive or just play additive animation data inside of them, rather than trying to rely on Layered-Blend-Per-Bone for all partial-body montage animation (since LBPB doesn’t work as well as additive in many cases).