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UAnimInstance::Montage_SetNextSection

function Engine Blueprint Since 4.5
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Changes which section plays next after the specified section at runtime, overriding the static next-section link defined in the montage asset. Pass NAME_None as NextSection to end the montage after SectionNameToChange.

Caveats & Gotchas

  • This only affects the runtime instance of the montage — the asset itself is not modified, so the override applies only to the currently playing instance.
  • Setting NextSection to the same value as SectionNameToChange creates an infinite loop; the montage will never reach its natural end unless explicitly stopped or the link is changed again.

Signature

ENGINE_API void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const UAnimMontage* Montage = NULL);

Parameters

Name Type Description Default
SectionNameToChange FName The section whose successor link should be changed.
NextSection FName The section that will play after SectionNameToChange finishes. Pass NAME_None to make the montage stop after that section.
Montage const UAnimMontage* The montage on which to change the section link. NULL applies to all active montages. NULL

Return Type

void

Example

Dynamically route a combo montage based on input C++
// After the Light attack section, chain into Heavy if the button was pressed
FName NextSec = bHeavyPressed ? FName("HeavyAttack") : FName("RecoveryIdle");
AnimInstance->Montage_SetNextSection(FName("LightAttack"), NextSec, ComboMontage);

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable

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