This might be a little late but for posterity's sake I figured I would answer this question.
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- Add Component — Unreal Engine. So if you entered 360 into the Z slot, the object would rotate once and then stop. Studying Animation at SAE Qantm, Perth.
- HELP A simple animation montage not working Help I set up a test animation montage which includes the character just jumping up and down and in my character BP I created the following simple, but genius set of nodes.
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- For my thesis film, “Buds”, I used an experimental feature for Unreal Engine 4 called “Geometry Cache” to import animation. These geometry cache actors can be used when you import an alembic cache file (.abc). In this post, I will briefly talk about my experience using alembic files with UE4. At the time of writing this, UE4.16 has just been released, and the majority of the film was.
Unreal Engine 4 Animation Slot
PlaySlotAnimation() and PlaySlotAnimationAsDynamicMontage() are a bit strange because the Asset parameter is of the UAnimSequenceBase class, but the function name Blackjack deviations 18. suggests that you pass it an animation montage (UAnimMontage) and it plays a slot in that montage. When in reality what actually happens is that the function is expecting an animation sequence to use to create an animation montage, and the slot name you pass it is the slot name in the new dynamically generated montage. In fact the first check in the code is to see that it is NOT an animation montage:
Unreal Engine 4 Animation Slot Free Play
So if you pass in an animation montage, the asset will always be marked as NOT valid and the function will exit.
Unreal Engine 4 Animation Slots
In other words, you can't use PlaySlotAnimation() or PlaySlotAnimationAsDynamicMontage() to play a slot in an animation montage that already exists. You'll just have to create multiple animation montages and use MontagePlay() to play them.
Add animation A with rootmotion enabled. Assign Animation A to slot A. Add Animation B with rootmotion enabled. Assign Animation B to slot B. Launch the game and play the AnimMontage. When the AnimMontage is played with slot A selected. The animation A is played normally and rootmotion works normally.
This is a bit of a strange design decision, if someone from Epic could clarify as to why there is not a function to play an animation from an existing montage that would be awesome; maybe I just missed it? The function naming is poor though IMO, something like PlayDynamicMontage() may have been better. I would be interested to hear someone else's thoughts though.
(Referencing code at ea7b5e4da1ca360c4800fc11f1125c3c38f68f12, which is on the 4.19 branch)
This might be a little late but for posterity's sake I figured I would answer this question.
PlaySlotAnimation() and PlaySlotAnimationAsDynamicMontage() are a bit strange because the Asset parameter is of the UAnimSequenceBase class, but the function name suggests that you pass it an animation montage (UAnimMontage) and it plays a slot in that montage. When in reality what actually happens is that the function is expecting an animation sequence to use to create an animation montage, and the slot name you pass it is the slot name in the new dynamically generated montage. In fact the first check in the code is to see that it is NOT an animation montage:
So if you pass in an animation montage, the asset will always be marked as NOT valid and the function will exit.
In other words, you can't use PlaySlotAnimation() or PlaySlotAnimationAsDynamicMontage() to play a slot in an animation montage that already exists. You'll just have to create multiple animation montages and use MontagePlay() to play them.
This is a bit of a strange design decision, if someone from Epic could clarify as to why there is not a function to play an animation from an existing montage that would be awesome; maybe I just missed it? The function naming is poor though IMO, something like PlayDynamicMontage() may have been better. I would be interested to hear someone else's thoughts though.
(Referencing code at ea7b5e4da1ca360c4800fc11f1125c3c38f68f12, which is on the 4.19 branch)