I am trying to set up an animation system for the character in my fps project.
I try to achieve this by using two slot nodes. The first one is for loop animations like the aim sequence (It’s source is a blendspace, but this is not relevant). After that slot there comes another one used for the animations like firing and reloading. So as I think the slots should work the first slot will always play a loop animation when it is told to. If a montage is started that uses the second slots name it should play that montage on that slot node and remain the animation on the first one. If the montage ends the first slot should be active again and still play it’s loop animation.
I’d like to bump this, I really need help with this too.
Alternatively, how could I select an animation for code and apply it ingame? I have a set of animations that are additive (reload,shoot,holster), a torso slot for idle/zoomed animations and finally a blend space that animates the legs.
I eventually read in the docs that for a security reason you cannot play multiple Anim Montages or slot animations at once.
Alternatively you can use a simple play node in your anim Blueprint and input a variable to the sequence input so you can control it.
Hi, i would just like to correct this, as you can achieve playing multiple montages simultaneously. You just need to use different slot groups, and a mixture of layered blend per bone nodes to drive which bones will have influence for that slot.
For example. I have akimbo guns and regular guns in my fps and i use my default group to play any montages on my right arm. Then i have an additional group “Akimbo” which is used for only montages on the Left Arm, additionally i do the same thing to throw grenades when holding a weapon, etc.
I recommend using Blend masks rather than standard methods of just assigning bones with weights to your layered blend per bone nodes in the anim bp as you will have much more control over which bones have weight for each blend mask.