Montage animation can play some customized sequences, so follow this article to sort out how to use montage.
1. Set Slot in animation blueprint
In the animation blueprint panel, there are EventGraph and AnimGraph on the left. Just open AnimGraph and add nodes to search for Slot.
2. Call Montage in two ways
1. The first way - external blueprint call
Through the Play Montage node, you can directly pass in the skinned mesh component to call it.
2. The second way - encapsulate the animation blueprint function call
When things are complicated, it would be too rough to directly adjust the montage in the nude. You can encapsulate it into an animation blueprint and then call it. First, add a function to the EventGraph or function of the animation blueprint.
Montage can be called using the node Montage Play inside the animation blueprint.
Finally, the animation blueprint function is called externally to play the montage animation:
Note 1: In the Montage panel, you can open Window->Anim Slot Manager to modify and create new slots. You do not need to use Default. Note
2: When making character combos, there seems to be a bug in the montage section. The animation will stop but the event will continue. It is safer to continue the execution and split it into multiple montages instead of using Section.