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Here you can set the normal of the plane to calculate the angle alpha of the Twist Frame from the Base Frame. In the Axis property, you can select what axes of motion to calculate motion. A value of 0 will not calculate motion, a value of 1 will calculate positive motion, and a value of -1 will calculate negative motion.
Max Angle in Degree
Set the maximum limit of the twist that will output a value to the Curve. For example, the degree at which the twist should result in the maximum curve value being outputted. Values cannot exceed 180.
Mapped Range Min
Minimum value to apply to the curve. A value of 0 being the beginning of the curve and a value of 1 being the end of the curve.
Mapped Range Max
Maximum value to apply to the curve. A value of 0 being the beginning of the curve and a value of 1 being the end of the curve.
Curve
Input the name of the Curve or Morph Targets you wish to apply the Mapped Range Min and Mapped Range Max based on the calculated twist alpha from the Twist Frame Bone.
Remarks
You can also enable theIn Local Spaceproperty to calculate motion in local space, or disableIn Local Spaceto calculate motion in world space.
Editing and Using Animation Montage
If you are new to Animation Montages, you should read the Animation Montage Overview document before proceeding.
This document shows you how to set up an Animation Montage and the properties within the Animation Sequence Editor relevant to working with Animation Montages.
To add an Animation to your Montage, drag the desired Sequence from the Asset Browser and drop it in the Animation Sequence Editor Timeline in a Montage Slot track.
You can add additional Animations to the Montage by dragging a Sequence into the same Slot track. Additional animations are added sequentially and are visually staggered to indicate the breaks between Animations.
You can click and drag the Animations on the Slot track to re-order them.
Right-clicking on an Animation in a Montage track provides the following context menu:
Opens the selected Animation Asset in the relevant editor window.
When working within more than one Animation Asset at once, it can be helpful to have more than one Asset open at the same time. You can open more than one Animation Asset at once in a new editor tab by holding Shift when clicking on an asset from the Content Browser or an asset linking instance.
Duplicates the selected Slot, including all contained assets.
Two or more tracks cannot occupy the same Slot on the same Skeleton. One of the duplicated tracks must be redefined with a new Slot.
This property defines the nature of the associated Notifies and Sections tied to the selected Sequence.
The options include:
Absolute: The Notify location is tied to the location it occupies in the Montage timeline as a whole, regardless of sequence length or order.
Relative: The Notify is tied to the location relative to the ordered Sequence when this option is enabled. For example, a Notify that occurs one second after the beginning of the first Sequence in a Montage, will be tied to the location of one second after the beginning of the first Sequence regardless of which Sequence is the first Sequence, even after the property has been enabled.
Proportional: The Notify will be attached to the associated sequence even when reordering Sequences.
To create a Section, right-click on the Slot track or the Montage track and select New Montage Section from the context menu. When prompted, define the Section's Name.
The new Section appears in the Montage track and is indicated by a purple header and timing tag.
By default, all Animation Montages include a Default Section that, when used by itself, will sequentially play the entire Montage.
You can edit the location of Sections by dragging the Section header to the desired location.
A section must be present at the beginning of an Animation Montage. If an edit is made moving or modifying the Section at the beginning of the timeline, the editor corrects the position of either the edited section or the next closest section to the beginning of the montage.
Slots are a management system for animation playback on Skeletal Meshes that are assigned to areas or parts of a mesh. In the Anim Graph within a character's Animation Blueprint, Slots can be used to organize which region on a character an animation is played back on. You can organize which Slot an animation will play on, by declaring what Slot the Montage track uses when creating a New Track or with the dropdown menu.
All sequence tracks must use Slots from the same Slot Group.
For more information about slots and Slot Management see the Slots documentation.
Montages can contain many animation tracks using multiple slots in order to play animations on different regions of the mesh at the same time, or in instance of different states. Using Montages you can consolidate a group of related animations, and assign them to different Slots to playback in their respective circumstance using the same Asset. A single reload Montage can be used for any state a character occupies. For example, using Blueprints, a single reload Montage can be commanded to play animations from one Slot if the character is standing, and play animations from a different Slot if the character is lying prone.
For best results when using multiple Slots in an Animation Montage, ensure that the length of each of your animation tracks are the same.
After having created and modified your Animation Montage in the Animation Sequence Editor, you can now play the Montage from a Blueprint as long as your character actor is able to be referenced. You can use the Play Anim Montage node to playback an Animation Montage.
With the Play Anim Montage Node, you can activate the playback of an Animation Montage from a Blueprint. You need to specify the target to play the Montage. When using the Play Anim Montage Node the target is the Self object by default.
Other options include changing the In Play Rate of the montage by a factor of the value assigned. For example, a value of 2 will play the montage back at double speed, while a value of 0.5 will playback at half speed.
With this node you can also define which section to begin playback if you want to use a section other than Default as the starting section. The sections play based on the behavior you define in the Montage Sections panel in the Animation Sequence Editor.
For a more powerful and feature rich node, you can use the Play Montage node. With the Play Montage node you need to connect the Mesh you want to animate and assign the Montage to Play.
You can also set a Play Rate factor, or set a custom Starting Position, in seconds, or Starting Section, by name, for playback.
From the node's output, there are several events that you can use to activate connected nodes and functions based on the state of the Montage:
In order for the Montage to play, in the Character Blueprint of the Skeletal Mesh you should set the Animation Mode to Use Animation Blueprint and connect the Animation Blueprint being used in the Anim Class property.
Inside your Animation Blueprint, on the AnimGraph, you can use a Slot node referencing the corresponding Slot used in your Montage to integrate the Montage playback with the rest of your characters animation system.
When using Layered Animation Blueprints you can also define the behavior of montage playback in the Animation Blueprint's Class Defaults panel.
When you want a montage to play on all linked layers, you can enable the Use Main Instance Montage Evaluation Data property, which will use the main instance's montage data on all linked instances. For example, playing a montage on a main instance will play it on the linked layer too. This can be helpful for ensuring that montages are played in full, and not overridden by animation layers. For more information about using Linked Animation Blueprint Layers, see the Using Layered Animations for an example of how Montages can be used with layered animation systems.
Animation Montages are an assembly of many assets working together. Here you will find a reference guide to each asset type and the accessible properties you can use when working within animation montages.
Here you can reference a list of properties that you can use to define the behaviors of the Animation Montage currently open in the Animation Sequence Editor.