Focused reference · Unreal Engine 5.8
Playback and lifecycle
Choose playback API
- AnimInstance Montage functions: direct control for systems already owning the AnimInstance.
- Play Montage proxy node: exposes Completed, Blend Out, Interrupted, Notify Begin, and Notify End.
- Play Anim Montage: simpler Character convenience function, without the same proxy notify outputs.
- GAS Play Montage and Wait: action lifecycle owned by a Gameplay Ability.
Ordered lifecycle
- Gameplay verifies eligibility and commits the action at the intended point.
- Set required state/parameters before playback.
- Play the Montage at rate/start section or time.
- Treat a failed/zero-length play result as failure and unwind state.
- React to notify windows and section changes without assuming completion.
- On Blend Out, stop spawning new action work if visual recovery has begun.
- On Completed, perform normal cleanup/completion.
- On Interrupted or Cancelled, perform interruption cleanup and rollback only what is reversible.
- Clean up when owner/ability ends even if no expected callback arrives.
Do not bind a second action to stale callbacks from the first. When using delegates in C++, bind them to the specific montage instance/lifecycle and unbind on cleanup.
Stopping with blend time does not mean the action remains gameplay-active for that blend. Define whether commitment ends at cancel request, blend-out start, notify end, or montage completion.