Focused reference · Unreal Engine 5.8
Asset, Sections, and Slots
Create
Create via Content Browser -> Animation -> Animation Montage and choose the Skeleton, or right-click an Animation Sequence -> Create -> Create AnimMontage. Add sequences to the Slot track.
Sections
Create named Sections at semantic boundaries, for example Start, Loop, Release, Recovery,
or combo stages. A Section must begin at montage time zero. In the Sections panel, define the default
next section and preview each path. Keep names stable because Blueprint/C++ and GAS may reference them.
Use Montage Set Next Section to relink what follows the current section, such as changing
Start -> Loop -> Loop into Loop -> End. Use an immediate jump only when skipping the remaining
current-section motion is intended.
Slots and Slot Groups
Add Slot nodes to the AnimGraph at the point where actions should enter. A Montage exclusively plays through its Slot; a missing or bypassed node yields no visible pose. Use separate Slot Groups/body regions only when simultaneous actions are intended, then layer them explicitly.
Avoid overlapping sequence segments on one Slot. When multiple Slot tracks represent variants, align their end-to-end timing and Section boundaries so runtime section calls mean the same thing.
Typical regional order: locomotion base -> upper-body Slot -> Layered Blend per Bone/mask -> inertialization if used -> final IK. Full-body actions may use a Slot after locomotion and replace it.