
Under the Montage Track header, you can add and manage Animation Sequence tracks, organize tracks by Slot Groups or Slots, and see Timing indicators for Notifies.įor the best results when using multiple slots, you should ensure that the timing of animations involved from end-to-end is the same length.įor more information on Slots and Slot Groups, see the Slots documentation. To remove a Section, Right-Click the Section header and select Delete Montage Section. You can move and place the Montage Section header by clicking and dragging the header or the line in the timeline.Īfter creating a Montage Section it appears in the Montage Sections Panel. To create a Montage Section Right-Click within the top track, select Create New Section, and enter a name for this Montage Section.

Indicated by their assigned name and a purple header, you can add, delete and move these sections to match the corresponding sequences or sections of sequences for gameplay purposes. Within the Montage track you can access any Montage Sections present in your Animation Montage. These tracks contain information that dictates the behavior of the animation playback and are organized into playback frames. The Timeline, like other editor timelines in Unreal Engine, is organized into tracks. You can also create a Montage from an existing Animation Sequence by Right-Clicking the Sequence in the Content Browser and selecting Create > Create AnimMontage.Īfter creating an Animation Montage and opening the asset, the Animation Sequence Editor opens and populates the Timeline with an Animation Montage workspace. Next, select which Skeleton you want to animate using a montage. To create a montage, right-click within the content browser then navigate to Animation > Animation Montage. See the Slots and Slots Groups section below for more information on Slots. Several sequences can be stored in a single Slot to produce animations and additional tracks can be created using different Slots.īy default Sequences that occupy the same Slot and reside in the same Slot Group will override playback of any other sequence when triggered. Within animation Montages, Sequences are organized into Slot Groups and Slots. You can control the transitions between Montage Sections in the Montage Sections Panel or you can set up more dynamic transition behaviors between Sections by using Blueprints.įor more information about using Animation Montages in Blueprints, see Editing and Using Animation Montages in Blueprints.

In addition to building animations with multiple sequences, you can divide montages into Montage Sections, which can be dynamically played back in any order through logic at runtime. You can also use Animation Montages to replicate Root Motion animation in network games. You can use Animation Montages ( Montages) to combine several Animation Sequences into a single asset and control playback with Blueprints.
