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What do I put in each Anim Graph state if I want to play montage sections in animBP event graph?

tl;dr I want to play montage sections in a character`s animBP event graph.

Do I connect nothing to the result for each state?

Is specifying the enter and leave state events enough?

(Current setup) I have 1 single jump animation. I created a montage for that jump animation, and therein specified 5 sections: Jump_Start, Jump_LoopUp, Jump_Zenith, Jump_LoopDown, Jump_Land

I want to play each section based on certain conditions (z velocity, is in air, etc.)

I followed the punching montage tutorial by Unreal, but the setup is different as it's not calling the montage from within a state machine.

This OPs problem is the exact same as mine: https://answers.unrealengine.com/questions/48074/state-machine%E5%86%85%E3%81%A6animation-montage%E3%81%AE%E5%86%8D%E7%94%9F.html

The issue was closed because the OP failed to report back. I can't find that much information regarding montages.

Thanks in advance for any hints or direction.

Product Version: UE 4.10
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asked Jan 13 '16 at 04:14 AM in Blueprint Scripting

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I have tried to use montages with state machines in the past, but in my experience, after it played the montage it would sometimes look strange when it returned to the state machine. What I have found is that I can create a "sub state machine" where I further break down the behavior based on a set of variables that control which animation is playing. Using your example, the main animation graph state machine would have a "jump" state. Within the jump state I would add a new state machine - let's call that "JumpingStates" for a distinction between the two. Within the JumpingStates each animation is its own state (Jump_Start, Loop_Up, etc). You can use your transition rules between those to get it to behave as you wish. WITH THE POSSIBLE EXCEPTIONS... of jump Start & Jump Land. You could either make that within the JumpingStates, or as a transition state between Jumping and whatever state is not jumping, so that is played whenever the main Jump state should be exited.

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answered Jan 27 '17 at 01:17 PM

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