Why does using the "play animation" node here work as intended, but using the "play montage" node with the same skeletal mesh reference and same animation (just converted directly into a montage) not do anything?

I am attempting to run an animation montage on a held weapon. When doing this with the “play animation” node, this works properly. The problem is that if the player switches items while the animation is playing, it will not be cut off as it would with a montage. For this reason, I want to use an animation montage, however, despite using the same mesh reference and same animation (just as a montage instead of an animation sequence) the animation no longer plays. I have used print strings on the completed and interrupted outputs and see them at the expected times based on the total duration of the animation (i.e. it’s not just being immediately skipped or interrupted) but nothing is happening visually. I am also positive the item has the correct skeleton mesh component reference based on the fact that it works on the “play animation” node. I keep seeing references to montage slots while trying to find solutions for this but I don’t really think that is applicable as the weapon itself has no animation graph. Any suggestions as to what may be preventing this from running would be greatly appreciated.

Your weapon’s lack of AnimBP is the issue–in order to use ‘Play Montage’, your actor needs a ‘Slot’ node through which to play the montage, even when the actor is a weapon.