How To Create And Use Decide Montages?

As actions they have a parent blueprint too. All the Decide Montage Assets should be be a child of MAS_DecideMontage_Base.

Start by creating a child blueprint of this blueprint. After that give it a name that expains what does it do like DM_Attack*.

If you take a look at this blueprint you will see that there is nothing but the GetMontage function. Which is correct. It is your responsibility to give in the correct montage to this function by overring this function in the functions panel.

Start by creating a montage variable, so that you can change the value per instance. Additionally you can hold this montage variable inside lists or arrays to your needs.

After this, create a instnace of this data asset that you just created. Name it more specific like DM_Attack_Swing and change the default value.

That is it! Now you can populate this Montage Decider of your related Action. And whenever that action gets called, your provided action will be played.

Decide Montage Function

As said this is the bread and butter of this asset.

Inputs

Outputs

Outputs are the same inputs of default Unreal Engine Node Play Montage.

Play Rate could be useful for playing montages at different speed according to the relevant character's attributes or equipment.

Modular Action System

ELMARATH DEV