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In other words, it will filter out all bone animation keyframes. Also note that there are no base sources to those slot nodes because we'll get animation inputs directly from Sequencer later. In Sequencer, add my character's animBP, NOT the character BP. And go into each animation track's property set anim slot to a proper anim slot name. In the Slot Track, it is possible to substitute any animation for any other, even if they are of different lengths. Unreal Engine will automatically adjust the play rate, start time, and end time of the replacement animation so that it uses the same portion and runs at the same time as the original.
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If you are new to Animation Montages, it is recommended that you read the Animation Montage Overview before proceeding.
This page covers how to set up an Animation Montage and the options within the Montage Editor.
Adding Animations to a Montage
To get started, the first thing you will need to do is add the Animation Sequences that will comprise the Montage inside the Montage area.
To do this, inside the Asset Browser window drag-and-drop an Animation Sequence into the Montage Slot track.
Once you drop the animation on the Slot track, the animation will be added.
You can drag-and-drop additional animations that you want to add to the Montage onto the Slot track and they will be added sequentially.
Animations will automatically alternate between the first and second Slot tracks to help distinguish where each animation starts and stops.
You can also left-click and drag-and-drop the animations on the Slot track to re-order them.
Right-clicking on an animation in the Montage area provides the following context menu:
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By default, all Sections are set to play sequentially, indicated by the single Section track containing each of the Sections. Pressing the Clear button will assign a single track for each Section you have created. Pressing Create Default will return all Sections to the single Section track. In our example, we have a Start, a Loop, and an End. We want the Montage to play the Start section immediately, followed by the Loop section. Once we get to the Loop section, we want to keep looping that Section until the End Section is told to play through Blueprint or C++. Unreal Engine Animation Slots No DepositTo do this, we first click the Start Section in the Section Track. We can now define what Section should follow the Start Section, so we click the Loop button at the top of the Section area. When we do this, Loop is added, and it follows Start on the first track. When we click Loop on the track, then click the Loop button at the top, Loop will turn blue. Since we associated Loop with itself, the system knows that we want this Section to loop. We can preview this by clicking the Preview button on the track we want to preview and the Play button from the toolbar at the bottom. In this example, whenever we call the Start section to play in either the Standing or Prone Slots, it will play the assigned Start animation before looping the assigned Loop animation. This enables us to play the animation of reloading as many times as we need to, based on gameplay variables such as whether the player is performing a full or partial reload. We can then call the End Section to play, and return to an idle pose whenever we have determined that we are finished reloading. To remove a relationship for a Section, click the X button next to the item. Removing the relationship for the Loop section causes it to stop looping. Additional OptionsThe Element Timing area is used for informational purposes and is covered on the Animation Montage Overview page, in short, it enables you to see at a glance the sequential playback order of any Sections, Notifies or other Events.Animation Notifies enable you to set up events to occur at specific points in the animation while Animation Curves provide a way to change the value of a Material parameter or a Morph Target while the animation is playing back. The Timeline at the bottom of the Montage Editor enables you to playback the Montage, step forward or backward through the Montage, loop the preview playback or create a new animation object by recording Bone manipulation from the Viewport. Montage PropertiesThe following is a breakdown of the Montage asset properties available from the Asset Details window:
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