The AnimSingleNodeInstance used in the AnimMontage preview does not consider multiple Slots. The following is a correction code.
void UAnimSingleNodeInstance::SetAnimationAsset(class UAnimationAsset* NewAsset, bool bInIsLooping, float InPlayRate) { ... Proxy.ReinitializeSlotNodes(); if ( Montage->SlotAnimTracks.Num() > 0 ) { // add for (int32 i = 0; i < Montage->SlotAnimTracks.Num(); ++i) { Proxy.RegisterSlotNodeWithAnimInstance(Montage->SlotAnimTracks[i].SlotName); } Proxy.SetMontagePreviewSlot(Montage->SlotAnimTracks[0].SlotName); }
expect : can confirm running animnotifystate of the anim sequence in log.
result : it does not run.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-119688 in the post.
| 1 | 
| Component | UE - Anim - Runtime | 
|---|---|
| Affects Versions | 4.26, 4.27, 5.1 | 
| Target Fix | 5.4 | 
| Fix Commit | 30499769 | 
|---|---|
| Main Commit | 30499781 | 
| Created | Jul 15, 2021 | 
|---|---|
| Resolved | Jan 9, 2024 | 
| Updated | Jan 20, 2024 |