When I play an animation montage immediately after setting a new animation blueprint during runtime I see a singular frame of the ABP before starting the montage. How can I avoid this?

I have several animation blueprints, one for each of my items. I want to change my animation blueprint to the associated item so that it shows after putting away the current item. I can’t start playing the montage prior to setting the new ABP though as it will just get cutoff. If I play it immediately after setting, however, I still I see a singular frame from the ABP idle pose before starting the holster animation. Is there a way I can somehow delay initialization of the ABP to prevent this?

Try using the latent Play Montage node instead of the instant play animmontage node. the latent one has an execute pin for completed you could use to call set anim class node. Only catch is, it has to be in an event instead of function because it’s latent/async. So if your switch weapon logic is in a funct, you’ll want to convert it to event first.

Alternatively, you could put notifies on the draw and holster montages which call a function on character to set the new anim class. Put notify on next to last frame or somthing so char is less likely to snap back to previous stance before switching to new one when abp loads.