Focused reference · Unreal Engine 5.8
GAS and networking
GAS
Use Play Montage and Wait when the Gameplay Ability owns the action. Supply Montage, rate, optional
start Section/time, root-motion translation scale, and Stop when Ability Ends deliberately.
Handle every output:
- On Completed: normal montage completion.
- On Blend Out: visual blend-out began; not identical to completion.
- On Interrupted: another montage/action displaced it.
- On Cancelled: task/ability cancellation.
- On Blended In: optional point when full action pose is established.
The task always stops on explicit ability cancellation. If Stop When Ability Ends is true, normal ability end also aborts it. End/cancel the ability and clean gameplay windows on all terminal paths. Custom projects often combine montage waiting with Gameplay Events; keep event tags and action instance validation explicit.
Network contract
Starting a Montage on one machine does not by itself start equivalent gameplay on every peer. The server validates the action; the owning client may predict if the system supports it; simulated peers receive replicated gameplay state/cues or an appropriate multicast/ability path and play presentation.
Epic's Montage documentation notes that an RPC must carry the Play Montage trigger; only root-motion replication/correction is carried by the root-motion movement path. Notifies, Sections, hit results, and arbitrary gameplay state are not automatically replicated by root-motion correction.
Test authority, autonomous proxy, simulated proxy, dedicated server, latency/loss, correction during root motion, cancellation, relevancy loss, and replay/late state. Deduplicate predicted cosmetic cues when confirmed events arrive.