When a montage finishes and TriggerMontageEndedEvent is called, all queued notifies for that montage are cleared. However, this assumes that there is only one instance of the montage active at any one time. But if you are playing the same montage back to back, and blending the montages in/out, this isn't the case - there will be multiple instances active simultaneously. The result of this is that an extra set of notify state begin/end events will be triggered incorrectly (as described in [Link Removed])
See [Link Removed]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-120672 in the post.
4 |
Component | UE - Anim - Runtime |
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Affects Versions | 4.26 |
Target Fix | 5.3 |
Fix Commit | 20646726 |
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Created | Jul 29, 2021 |
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Resolved | Apr 28, 2023 |
Updated | May 1, 2023 |