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Animation Curves Blended by Montage?

Lets say you have an idle/walk/run setup and play a montage which blends into another animation.

So it blends into and out of the animation in the montage but it also seems to blend float curve data that I have in the animation controlled by the montage. This is undesirable in my current setup. Is there a way to avoid blending the curve data while still blending the animation. Or is there a way to get access to the original unblended curve data?


Product Version: UE 4.15
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asked Jul 04 '17 at 05:02 PM in C++ Programming

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