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Play Montage in c++ with OnBlendOut, OnInterrupted, etc...

How do I play an animation montage on a skeletal mesh component from c++ such that I can get callbacks for OnCompleted, OnBlendOut, OnInterrupted, etc... just like the "PlayMontage" node in the picture?

I found this function but I don't see any way to bind callbacks to it:


Thanks in advance for your help!

[1]: /storage/temp/274078-blueprint.png

Product Version: UE 4.22
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asked Apr 13 '19 at 06:30 PM in C++ Programming

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1 answer: sort voted first

You can look into the UPlayMOntageCallbackProxy how it's done in the engine.

But what basically happens is, The montage is started with AnimInstance->Montage_Play and if that is successful you set right callbacks on the animinstance:

AnimInstance->Montage_SetBlendingOutDelegate AnimInstance->Montage_SetEndDelegate AnimInstance->OnPlayMontageNotifyBegin.AddDynamic AnimInstance->OnPlayMontageNotifyEnd.AddDynamic

You also should make sure to unbind your callbacks at the right moments.

The function which shows how to add is this:

 void UPlayMontageCallbackProxy::PlayMontage(class USkeletalMeshComponent* InSkeletalMeshComponent, 
     class UAnimMontage* MontageToPlay, 
     float PlayRate, 
     float StartingPosition, 
     FName StartingSection)
     bool bPlayedSuccessfully = false;
     if (InSkeletalMeshComponent)
         if (UAnimInstance* AnimInstance = InSkeletalMeshComponent->GetAnimInstance())
             const float MontageLength = AnimInstance->Montage_Play(MontageToPlay, PlayRate, EMontagePlayReturnType::MontageLength, StartingPosition);
             bPlayedSuccessfully = (MontageLength > 0.f);
             if (bPlayedSuccessfully)
                 AnimInstancePtr = AnimInstance;
                 if (FAnimMontageInstance* MontageInstance = AnimInstance->GetActiveInstanceForMontage(MontageToPlay))
                     MontageInstanceID = MontageInstance->GetInstanceID();
                 if (StartingSection != NAME_None)
                     AnimInstance->Montage_JumpToSection(StartingSection, MontageToPlay);
                 BlendingOutDelegate.BindUObject(this, &UPlayMontageCallbackProxy::OnMontageBlendingOut);
                 AnimInstance->Montage_SetBlendingOutDelegate(BlendingOutDelegate, MontageToPlay);
                 MontageEndedDelegate.BindUObject(this, &UPlayMontageCallbackProxy::OnMontageEnded);
                 AnimInstance->Montage_SetEndDelegate(MontageEndedDelegate, MontageToPlay);
                 AnimInstance->OnPlayMontageNotifyBegin.AddDynamic(this, &UPlayMontageCallbackProxy::OnNotifyBeginReceived);
                 AnimInstance->OnPlayMontageNotifyEnd.AddDynamic(this, &UPlayMontageCallbackProxy::OnNotifyEndReceived);
     if (!bPlayedSuccessfully)

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answered Apr 14 '19 at 06:58 AM

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Lardo Deepdelver
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