Dear experts,
I try to call a Montage from C++ and the code looks like this. However, the UE_LOG in red never gets called:
My AnimInstance I think is a nullptr. But why? 
I am setting up the character with “SetMasterPoseComponent” and on the Jacket I set the Animation Blueprint:
How is it that my AnimInstance is null? Any ideas what I have to look for?
Thank you
             
            
               
               
               
            
            
           
          
            
              
                pladux  
                (pladux)
               
              
                  
                    July 10, 2022,  9:26am
                   
                   
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              Have you verified CombatMontage is actually set? You should really be using a debugger. Makes things a lot (I mean a lot!) easier.
             
            
               
               
               
            
            
           
          
            
            
              Hello Pladux
yes, even in the debugger I can see that the UAnimInstance I have is null:
All I am doing in the .h file is this:
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Movement")
	UAnimInstance* AnimInstance;
 
Do I have to set it in the Constructor or BeginPlay() ? I thought it is there automatically.
             
            
               
               
               
            
            
           
          
            
            
              I realized looking at this: https://forums.unrealengine.com/t/how-can-i-get-skeletal-mesh-animinstance-and-then-cast-it-using-code/283271 
that I have to change some code. I did that and it looks better, AnimInstance does not show a NULL anymore:
But still when I test play the game, the montage “AM_Sword” is not played when I attack. Do I need to anything in the animation blueprint? I only created the montage “AM_Sword”.
             
            
               
               
               
            
            
           
          
            
            
              found it, I have to add a “Slot” for the montage within the animation blueprint: