I have set up a character with two different attack animations now, but I am struggling to get both to play correctly. My animations are “converted” to animation montages and they both have separate slot names. When I debug, I can also see that the signals are passing through the appropriate nodes, both in the animation blueprint and the player blueprint, so right now I
m not really sure what Im doing wrong.
Here is my anim graph, with a layered blend per bone node:
…And here is what I get when I try to play in the editor:
Any gurus out there that can help out?
The setup on your Layered Blend Per Node is what’s causing one of your montages not to play in-game, The node has two incoming blend poses, each affecting the same bones (Spine2 and up), and each with a full blend weight. So, whatever is getting input to Blend Pose 0 is getting immediately clobbered by the input of BlendPose 1. So, when something plays on your LightningStrike slot, the ‘Use cached pose’ from Blend Pose 1 plays over it.
It seems that you could set this up in a much simpler way by eliminating the second slot and Blend Pose. Since both montages are meant to play on the same bones, you could have a single slot node that both montages share, like ‘UpperBodyOnlySlot’.