Sequencer playing montage doesn't blend out any existing montages already playing

This question was created in reference to: [Sequencer(Bug): Montage can use wrong position when sequence [Content removed]

Linked an old post of mine from a couple years ago that touches on this, but the issue still persists.

  • Sequencer applies the animation through FAnimMontageInstance::SetSequencerMontagePosition
  • FAnimMontageInstance::SetSequencerMontagePosition calls Montage_Play with a hard coded false for bStopAllAnimations
  • This means that if you play sequencer with a dynamically bound actor that is already playing a montage, the sequencer doesn’t properly override(blend out) thee other animation.
  • Locally, I have modified this engine function by calling a new function, Montage_StopGroupBySlot, which doesn’t do the same thing that bStopAllMontages=true would does within Montage_Play(Group names are slot names are different)

My question is this. 2 years after this was pointed out.

Is there a ‘proper’ way to account for and blend out any montage instances that may already be playing? I’d like to avoid modifying the engine in this way, and even to account for this possibility in the sequencer itself. Sequencer needs to be able to reliably take full control over the animation for an actor, regardless of what its current animation state is. Without my fixes, multiple animation instances will blend together and look completely broken. I can’t imagine any situation where it would be desirable for a sequencer to be blended with whatever is currently playing(beyond the initial blend in period)

Hey there,

Currently, there is still no adjustment to this code, and the way you’re modifying the engine is a way to do it. Work is being done to improve this in the future, as the sequencer team is starting to work on the Anim Mixer. Currently, though, this system is highly experimental and only works with UAF. We talked about this and announced it at Unreal Fest Orlando. The idea is to address the specific issues you’re raising and more to create seamless gameplay transitions, both in UAF and hopefully in Animation Blueprints as well.

Dustin