FCBP_MontageWithName
Montages for one animation slot, keyed by ECSkeletalMontageName. FCBP_CPSkeletal.animMontageBases
is an array of these: one FCBP_MontageWithName per slot (so the same attack can play
in the upper-body slot or the final slot).
In practice you do not fill this map by hand. You use the UCGameBPLibrary helpers, which
build the per-slot montages (and insert the combat notifies) from plain anim sequences:
createMontageForEachSlot(upperBodySequences, finalSequences, ...)→ builds the whole array.conv_SequenceMapAndSlotToMontageWithNameArray(sequences, slotName)→ one slot’s array.
Setters
| Setter | Effect |
|---|---|
animMontageBaseMap(TMap<ECSkeletalMontageName, UAnimMontage*>) |
Low-level: directly sets the montage for each slot name in this one slot. Prefer the helpers above. |
Example (recommended: via helper)
createMontageForEachSlot takes five maps, in this order:
- sequences → montages built in the upper-body slot,
- sequences → montages built in the final slot,
- ready-made montages for the upper-body slot,
- ready-made montages for the final slot,
- ready-made montages played without changing slot.
Pass {} for the maps you don’t use.