UAnimMontage
Inherits: UObjectBase › UObjectBaseUtility › UObject › UAnimationAsset › UAnimSequenceBase › UAnimCompositeBase › UAnimMontage
#include "Animation/AnimMontage.h" Description
An animation asset that sequences animation segments into named sections, supports blend in/out, and can be played, stopped, and jumped between sections at runtime via UAnimInstance.
Caveats & Gotchas
- • Montages do not play on their own — they must be played through a UAnimInstance using Montage_Play.
- • The montage slot in the Anim Blueprint's graph must be active and weighted, or the montage will have no visible effect even if Montage_Play returns a valid length.
- • Sections are named in the Montage editor; use Montage_JumpToSection at runtime to branch between them (e.g. loop → end transitions).
Example
Expose a montage reference and play it C++
UPROPERTY(EditDefaultsOnly, Category="Animation")
UAnimMontage* AttackMontage;
// In attack logic:
if (UAnimInstance* AnimInst = GetMesh()->GetAnimInstance())
{
AnimInst->Montage_Play(AttackMontage);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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