How can I loop a casting animation because the guide is showing outdated nodes?

I’m trying to learn Montages. But I keep running into problems. I’ve followed most of the practical example present here:

But in the guide they end up using nodes that do not exist. Or I can’t find them at least.

https://docs.unrealengine.com/latest/images/Engine/Animation/AnimMontage/PlayMontageEventGraph.jpg

The Montage is playing block doesn’t exist for example. Or well, it is there but not in that current form, you can’t send out a boolean from it. Instead it sends out an Int.

https://docs.unrealengine.com/latest/images/Engine/Animation/AnimMontage/EndLoopEventGraph.jpg

The MontageBranchingPoint is something I can’t find either, along with the Montage Jump to Section. I’ve created a section in my montage file but that doesn’t matter since I can’t find those blocks anyway.

It’s odd that the documentation is already showing outdated material. Some help would be welcome since I’m trying to figure out a way to loop a casting animation but I can’t follow this guide since they are using nodes that do not exist.

It appears as if the montage nodes have been merged into one another. But it makes it more unclear on how to do it when it comes to following a guide using other methods. So I’m stuck trying to get a section of my montage to loop when LMB is held down.

Hi Torabi,

Are you trying to add these nodes (IsPlaying and JumpToSection) to your Animation Blueprint? They should show up there. On the other hand, if you are trying to add those to your Character BP, you will need to first drag off of your mesh to ‘Get Anim Instance’ and then you should be able to drag off of that to add them.

As far as the Montage branching points go, you will need to add them to your Montage first. Just rt-click like you did when adding a section. Then, those events will show up for you in your Animation Blueprint EventGraph (not your Character BP).

I believe that section of the documentation is still accurate. All of that montage logic they’re doing is occurring in an Animation Blueprint.

Hope that helps!

Oh ■■■■. Guess it was my own incompetence getting in the way of things again. Been trying to do everything in the character blueprint. Even though it clearly says in the title of the section that it is in the event graph.

I completely missed that blueprint interfaces exist so you can send input that way. I instinctively opened up the character blueprint since that was the only place where I could otherwise call inputs from.

Thank you for the help. I’ll give blueprint interfaces a go and see where I end up. You guys are awesome for answering so many questions.