text
stringlengths
0
17.2k
When assigning blend behaviors, into an Animation Montage, you can set the following options in this property:
When assigning blend behaviors, out of an Animation Montage, you can set the following options in this property:
Set the threshold for a blend out process to begin. The assignable value is the time (in seconds) from the end of the Montage.
Using a value of less than 0 results in using BlendOutTime, so BlendOut finishes as the Montage ends. Using a value greater than or equal to 0 results in using the Montage End subtracting the BlendOutTriggerTime to trigger blend out.
With Time Stretch Curves you can specify play-rate adjustments using an Animation Curve during animation playback. A Time Stretch Curves will only be referenced during playback when the montage has a non-default play rate. In this property you can define the following properties.
While working with an Animation Montage in the Animation Sequence Editor you will find properties in the Details Panel related to each asset type. Here you will find a reference of the available properties you can use to edit Sections while working within Animation Montages. To access these properties, select the desired Section and the relevant properties will populate within the Details Panel.
Here you will find a reference for the available properties you can use to edit Animations while working within Animation Montages. To access these properties, select the desired Animation and the relevant properties will populate within the Details Panel.
Define the number of Loops the Animation performs by default.
Changing this value alters the Animation in the Montage, resulting in any loops to be innate to the Animation. To have a dynamic looping Animation, you should set any Animation to only perform one loop, and use game logic to decide how many loops should be performed based on context.
Lists the Start Position, in seconds, in relation to the entire Montage.
The first animation in an Animation Montage must have a Start Time of 0.
Editing Animation Montages
Playing Animation Montages
Montage Properties Reference
Adding Animations
Creating Montage Sections
Defining Track Slots
Using Multiple Slots
Animation Blueprints Class Defaults
Asset Details
Sections
Animations
Delete Segment
Deletes the selected Animation from the Montage.
Open Asset
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.
New Montage Section
Creates a new Montage Section. See Creating Montage Sections for more information.
New Slot
Creates a New Slot track after defining which slot to occupy. See Defining Track Slots for more information.
Delete Slot
Deletes the selected Slot, including all contained instances of assets.
Duplicate Slot
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.
Set Elements To…
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.
On Completed
Functions can be connected from this pin to be activated when the Montage finishes playing and is fully blended out.
On Blend Out
Here, functions can be activated when the Montage is starting to Blend Out, using Blend Out Trigger Time or if the Montage ends.
On Interrupted
From this pin, functions can be activated when Montage playback is Interrupted.
On Notify Begin
Functions can be activated from this pin when a Play Montage Notify is activated or a Play Montage Notify Window begins. For more information about the different types of Notifies and how to implement them into Animation Sequences or Montages, see the Notifies documentation.
On Notify End
When a Play Montage Notify Window ends, this pin will activate any connected functions.
Notify Name
This pin outputs the active Notify's name.
Blend Mode In
Select the Mode used when blending into the Montage. You can select either Standard and Initialization.