Using multiple slot nodes in the animation blueprint?

Hey all!

I am trying to set up an animation system for the character in my fps project.
I try to achieve this by using two slot nodes. The first one is for loop animations like the aim sequence (It’s source is a blendspace, but this is not relevant). After that slot there comes another one used for the animations like firing and reloading. So as I think the slots should work the first slot will always play a loop animation when it is told to. If a montage is started that uses the second slots name it should play that montage on that slot node and remain the animation on the first one. If the montage ends the first slot should be active again and still play it’s loop animation.

http://abload.de/img/guidrj5f.png

The problem is that no matter how I start an animation on any slot, the animation on the other slot will be stopped!

Is there something I am missing? Why isn’t that working? Can you actually only play one slot animation at once on one object?

Thanks!

I’d like to bump this, I really need help with this too.

Alternatively, how could I select an animation for code and apply it ingame? I have a set of animations that are additive (reload,shoot,holster), a torso slot for idle/zoomed animations and finally a blend space that animates the legs.

Hello Aussiemandias,

I eventually read in the docs that for a security reason you cannot play multiple Anim Montages or slot animations at once.
Alternatively you can use a simple play node in your anim Blueprint and input a variable to the sequence input so you can control it.

Thanks, but I can’t seem to find an input pin for the Play node though?

You can select the play node and check the sequence “as pin” checkbox in the details panel.