Why isn't an animation montage I'm creating for TwinBlast from Paragon playing?

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I'm trying to leverage some of the animations that ship with the TwinBlast asset from Paragon. I want to use them as animation montages triggered by the Gameplay Ability System. The montage plays fine in the montage editor, but when I try to invoke the montage in a Blueprint (even the character Blueprint), nothing happens. I've tried adjusting blend in and blend out timing, but that had no effect.

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For the montage to play properly, the slot on the animation sequence must be changed to "DefaultGroup.UpperBody": The slot name on the animation must be changed to "DefaultGroup.UpperBody"

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