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UAnimMontage

class Engine Blueprint Since 4.0
#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);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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