Request: Prevent "MontagePause"-function from finishing AnimNotifyState in montage

Dear UE Developers,

some while ago I tried to use “MontagePause”-function in my character’s BluePrint. Everything was fine until I realised that all active AnimNotifyState in given Montage were finished aso soon as “MontagePause”-function got triggered.

Steps to reproduce described behavior:

  • Create montage
  • Create and add a custom AnimNotifyState and override start- and end-function
  • Insert the notifier into the montage and span it from the start of the montage to e.g mid of the montage. But keep in mind to “MontagePause” the montage within this span
  • Add some “PrintString”-functions to see on screen what’s happening and track when the notifier ends
  • Create two events in your character’s BP, e.g. some events for “key-pressed”
  • Add a “PlayMontage”-function to one event
  • Add the “MontagePause”-function to the other event

Now run the game, trigger the montage and pause the montage within the AnimNotifyState-span shortly after. You will see that the triggered AnimNotifierState will finish instantly after the “MontagePause”-function has been triggered.

What I would expect and wish for is that all active Notifer also pause.

For those who seek for Workarounds:

To accomplish my goal I have used “CustomTimeDilation”-variable for now in my character’s BP instead of “MontagePause”-function. But this is realy just a workaround since this method does not take “GlobalTimeDilation” into account, which would need to be handled seperately.