How to resume AnimClass Play After Calling PlayAnimation

I have the following bit of code:

void AMGCharacter::PlayCombatAnimation()
{
	bIsCombatAnimating = true;
	Controller->SetIgnoreMoveInput(true);
	GetMesh()->PlayAnimation(ActiveCombatAnimation.Animation, false);
}

After it runs, the locomotion animations break.
How do I get them running again?

Hi calembendell,

Are you calling SetIgnoreMoveInput( false ); later on? If not, this could be a good thing to test to see if your locomotion still breaks.

hey, thanks for the response. (another one!) i’m setting ignore move input to false afterward, and the player resumes to float about in a T-Pose. however, i’ve got a lead in the shootergame that may suggest a solution.

The animation mode for the character must manually be set back to AnimationBlueprint in order for the animclass to resume after an animation montage has played.

GetMesh()->SetAnimationMode(EAnimationMode::AnimationBlueprint);

figured it out! answer below