Animation Blend between Play Animation and Standard Anim Blueprint

Hey guys! A quick question here.

I’m wondering how to configure animation blend rates between physically executed animations (Such as Play Animation, Play Montage, and Play Animation Slot as Dynamic Montage) and the regular Animation State. I know well how to handle blend curves between the Animation Graph States and conduits but not quite between hard-ran animations and the State.

I’m not Talking about the Blend Times that the functions offer but rather about the Blend Settings that State-Switching have (Blend time and Blend Curve). I do not need at the moment a way to configure each execution but just in general as at the moment, it does a hard switch between those elements.

How can I set this up? I’m okay with having to use C++ to do it if need be.

Thanks in advance!!

Update: For anyone coming to this question, I would like to be able to access the following information:

281043-ue4-animexecblend.png

for every non-anim graph executed animation (Play Animation, Play Slot Animation, Play Montage). I would be running the animations from a component:

It’s written in C++. An example of the event execution.

So, the blend setting you can configure on the play montage is not working correctly?
State switching and playing montages are two very different things, one is a state machine driven system, the other a one for that is normally only used as an overlay to something else and slotted onto a slot that you define the bone of…
Since I’m sure you knew that, what is it you are after? A screenshot would help.

Yes, I know it’s different.

I’ve made my system in a way that it allows for great variety execution. The information is executed from a component (including its replication and data verification). Because it’s intended to be as expandable and applicable as possible, I’ve saved slot playing information inside a struct. This struct is then configurable and plays either slot anims or montages since it’s more plug-n-play with any execution rather than making an incredibly complex animgraph and have an interface update it on each and every possible variable. This comp does handle animation statuses and switching between internally (non-Anim BP related).

All of this described is done in C++. I was wondering if there was a way in which I could also configure the playing between Playing from Animation Asset to Animation Blueprint Modes.

Could you put together a short video of the snapping you get so I can get a clearer picture? Maybe include the 2 animations to merge playing on their separate tracks so we can understand the base motion and the cause of the snap and eliminate basic things (bad animations. Out of place bones / shifted root, etc)

Might be way off course here, but I blend a Montage with two different AimOffsets by adding the montage slot as another Cached Pose and blended that way.

I should have specified. I’m making this system to be compatible with as many system implementations as possible. In this sense, which two animations get executed would not matter. Just like in State switching, the graph tries to blend in the animations from bone information to bone information (according to user transition settings and curves). I would like to see if something is similar in my case outside of the graph itself.

Yeah, way off target. Lol. Check the updated question’s images.

So what I’d wish I can do is blend the animation information. If I have to do it inside the tick event I don’t mind.