# UDKAnimNodeBlendList equivalent in UE4

**URL:** <https://forums.unrealengine.com/t/udkanimnodeblendlist-equivalent-in-ue4/5086>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [May 27, 2014, 2:36pm UTC](https://forums.unrealengine.com/t/udkanimnodeblendlist-equivalent-in-ue4/5086 "2014-05-27T14:36:59Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [May 27, 2014, 2:55pm UTC](https://forums.unrealengine.com/t/udkanimnodeblendlist-equivalent-in-ue4/5086/2 "2014-05-27T14:55:20Z")

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If you want to do things from code, I’d recommend setting up a Full Body slot and create a series of Anim Montages

you can customize the blend in and blend out times per montage , as assets in the editor

then in code, have a static or dynamic array of UAnimMontage\* that are linked to each of your Anim Montage assets in the editor

then you can play that anim montage!

see shootergame C++ if you dont yet have the play anim montage function.

You can easily set all your UAnimMontage\* as a dynamic array that is UPROPERTY(), in defaults of character class

```auto

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Yippee!")
TArray<UAnimMontage*> MontageList;

```

Rama

PS: make sure your montages are set to go to the FullBodySlot!

PSS: This would not be hard to make as your own Anim Node, the only part that might take a bit of work is the arbitrary number of inputs

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