x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why is my Animation Montage not being played?

Hello, I'm working with an Animation Montage for the main character of a project. I'm extending here from the SideScroller BP sample and using the included Hero mesh and skeleton.

The problem is that the animation montage, called in the character blueprint you can check below, is not played, although when using a breakpoint to see if it's processed ingame it actually is (when pressing the jump key, as desired). The "Mesh" reference there is to the skeletal mesh component of the character. So my guess is that the problem has something to do with the Animation Montage editor, so I've brought a capture of that too.

Do you know what could be preventing the montage to be played?

alt text

alt text

Product Version: Not Selected
Tags:
more ▼

asked Apr 03 '14 at 07:59 PM in Blueprint Scripting

avatar image

Albert Espín
967 80 98 358

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

4 answers: sort voted first

You need to assign a name to the Slot Name, such as fullbody.

Simplest route: Then in your AnimBP hook up a slot node, name it fullbody, and wire it in between your locomotion blendspace and the pose.

more ▼

answered Apr 03 '14 at 08:22 PM

avatar image

mikepurvis
2.5k 101 66 260

avatar image idbrii Oct 07 '15 at 09:58 PM

And here's a tutorial video (expects you already have a montage with slot set to DefaultGroup.UpperBody): https://www.youtube.com/watch?v=C16vlfe3pXc

avatar image Yaolegol Dec 23 '18 at 01:14 PM

Thank you!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Thanks for the information. I've given the slot a name but I don't fully understand what to do now in the Animation Blueprint, could you provide more info, please?alt text

more ▼

answered Apr 03 '14 at 08:43 PM

avatar image

Albert Espín
967 80 98 358

avatar image mikepurvis Apr 03 '14 at 10:30 PM

wire the state machine to the left input of the fullbody slot.

This is just a simple setup to get it to work. There are tutorials on setting up a cache for the slot and all sorts of things, like blending the slots.

avatar image Albert Espín Apr 04 '14 at 02:06 PM

Thanks for the information, I named the slot in an incorrect animation montage and because of that it was not working. Now is working fine just passing the state machine to the slot and that to the final pose. This is solved.

avatar image mikepurvis Apr 04 '14 at 03:34 PM

You may be constantly restarting the Montage with the press down, should have a branch that checks and makes sure it's not allready playing before you tell it to play. But still, you should still see something with that.

Where is the Locamotion Blendspace? I don't see that in your AnimGraph.

avatar image Albert Espín Apr 04 '14 at 03:44 PM

Currently there's no Blendspace going on, what I have now is similar to the image above, but the state machine connects to the slot and the slot to the final pose, that's giving a pretty nice result, however there's an instant in which I guess animations from both sides (slot and default state machine) want to play at the same time and gives a strange result. I'll take a look at documentation to improve that.

avatar image mikepurvis Apr 04 '14 at 03:49 PM

There is a node, Playing Montage. Check that first, and make sure it's false before you call the Play Montage node.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Thanks for all the help, here I post what I've set up following your instructions, however apparently it isn't doing any effects yet. As Branch can't be used in te main AnimGraph I've set the flow control in the place of the State Machine (Default) where it checks wether to go from Idle to JumpStart, I've put it there because the anim montage I've set up is, I guess, conflicting with a jump animation of the State Machine (it processes the animation, but there's a weird leg movement).

Do you know why it's not working? Do I need to set an equivalent to an event to call "Montage Is Playing"?

alt text

montage_check.png (387.8 kB)
more ▼

answered Apr 04 '14 at 04:07 PM

avatar image

Albert Espín
967 80 98 358

avatar image mikepurvis Apr 04 '14 at 04:16 PM

That node just checks if the montage is allready playing, it would get added in to the way you had it before. Move that stuff to the EventGraph on the ANimBlueprint and you can use branch, it doesn't belong on the AnimGraph.

It should get your InputAction Jump as it's input, branch the Palying Montage Node against false, if true then wire into the Play Montage Node.

avatar image Albert Espín Apr 04 '14 at 04:32 PM

How can I use "InputAction Jump" from the Animation Blueprint's EventGraph? It's not available and a Custom event doesn't seem to work neither.

avatar image mikepurvis Apr 04 '14 at 05:04 PM

I'm not familiar with that template. Someone else may need to chime in.

I'm not sure why it's not available there. I used a Blueprint Interface to send events from a Behavior Tree Node to the AnimationBlueprint. You should be able to add an interface and send the event that way.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
more ▼

answered May 02 '18 at 11:48 PM

avatar image

MasBASS
32 3 4 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question