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animation-montage

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Create and manipulate Animation Montages — sections, slots, segments, branching points, notifies, and blend settings (AnimMontageService). Use when the user asks to create a montage (from an animation or empty), add or link montage sections, set up slots/segments, add branching points, or adjust montage blend timing.

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Inspect the Agent Skill at https://github.com/kevinpbuckley/VibeUE/blob/HEAD/Content/Skills/animation-montage/SKILL.md and all supporting files. Report provenance, permissions, scripts, dependencies, and security risks. Propose an exact installation into .agents/skills/animation-montage, but wait for my approval before writing files or running scripts.

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🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "animation-system"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Animation Montage Skill

Use AnimMontageService for animation montage operations.

Quick Reference - Python API

Discovery Methods

⚠️ list_montages filters are strings, not None (issue #461) — pass "" for "no filter", never None (an FString arg can't be null and raises a TypeError). Playback rate: there is no set_playback_rate_scale method; set the montage's RateScale directly — unreal.load_asset(montage_path).set_editor_property("RateScale", 1.5) then unreal.EditorAssetLibrary.save_asset(montage_path).

# List all montages in a path (use "" for no skeleton filter, NOT None)
montages = AnimMontageService.list_montages(search_path, skeleton_filter) -> Array[MontageInfo]

# Get detailed montage info
info = AnimMontageService.get_montage_info(montage_path) -> MontageInfo

# Find montages for a skeleton
montages = AnimMontageService.find_montages_for_skeleton(skeleton_path) -> Array[MontageInfo]

# Find montages using a specific animation
montages = AnimMontageService.find_montages_using_animation(anim_path) -> Array[MontageInfo]

Creation Methods

# Create montage from an animation sequence
path = AnimMontageService.create_montage_from_animation(anim_path, dest_path, name) -> str

# Create empty montage for a skeleton
path = AnimMontageService.create_empty_montage(skeleton_path, dest_path, name) -> str

# Duplicate existing montage
path = AnimMontageService.duplicate_montage(source_path, dest_path, new_name) -> str

Section Management (CRITICAL for gameplay!)

# List all sections
sections = AnimMontageService.list_sections(montage_path) -> Array[MontageSectionInfo]

# Add new section
AnimMontageService.add_section(montage_path, section_name, start_time) -> bool

# Remove section
AnimMontageService.remove_section(montage_path, section_name) -> bool

# Rename section
AnimMontageService.rename_section(montage_path, old_name, new_name) -> bool

# Move section to new time
AnimMontageService.set_section_start_time(montage_path, section_name, new_time) -> bool

# Get section at time
name = AnimMontageService.get_section_name_at_time(montage_path, time) -> str

Section Linking (Combo/Flow Control)

# Link sections: Section1 -> Section2
AnimMontageService.set_next_section(montage_path, from_section, to_section) -> bool

# Set section to loop
AnimMontageService.set_section_loop(montage_path, section_name, loop=True) -> bool

# Clear link (section ends montage)
AnimMontageService.clear_section_link(montage_path, section_name) -> bool

# Get all section links for flow visualization
links = AnimMontageService.get_all_section_links(montage_path) -> Array[SectionLink]

Animation Segments (Multiple Animations in One Montage)

# List segments in a slot track
segments = AnimMontageService.list_anim_segments(montage_path, track_index) -> Array[AnimSegmentInfo]

# Add animation at specific time
index = AnimMontageService.add_anim_segment(montage_path, track_index, anim_path, start_time, play_rate) -> int

# Remove segment
AnimMontageService.remove_anim_segment(montage_path, track_index, segment_index) -> bool

# Modify segment timing
AnimMontageService.set_segment_start_time(montage_path, track_index, segment_index, time) -> bool
AnimMontageService.set_segment_play_rate(montage_path, track_index, segment_index, rate) -> bool
AnimMontageService.set_segment_loop_count(montage_path, track_index, segment_index, count) -> bool

Slot Tracks

# List slot tracks
tracks = AnimMontageService.list_slot_tracks(montage_path) -> Array[SlotTrackInfo]

# Add new slot track
index = AnimMontageService.add_slot_track(montage_path, slot_name) -> int

# Change slot name
AnimMontageService.set_slot_name(montage_path, track_index, new_slot_name) -> bool

# Remove slot track
AnimMontageService.remove_slot_track(montage_path, track_index) -> bool

Blend Settings

# Set blend in (options: Linear, Cubic, HermiteCubic, Sinusoidal, etc.)
AnimMontageService.set_blend_in(montage_path, time, option) -> bool

# Set blend out
AnimMontageService.set_blend_out(montage_path, time, option) -> bool

# Set blend out trigger time (-1 = auto)
AnimMontageService.set_blend_out_trigger_time(montage_path, time) -> bool

# Get all blend settings
settings = AnimMontageService.get_blend_settings(montage_path) -> MontageBlendSettings

Branching Points (Frame-Accurate Gameplay Events)

# List all branching points
points = AnimMontageService.list_branching_points(montage_path) -> Array[BranchingPointInfo]

# Add branching point for combo input window
index = AnimMontageService.add_branching_point(montage_path, name, trigger_time) -> int

# Remove branching point
AnimMontageService.remove_branching_point(montage_path, index) -> bool

Root Motion

# Enable/disable root motion translation
AnimMontageService.set_enable_root_motion_translation(montage_path, enable) -> bool

# Enable/disable root motion rotation
AnimMontageService.set_enable_root_motion_rotation(montage_path, enable) -> bool

Editor Methods

# Open montage in Animation Editor
AnimMontageService.open_montage_editor(montage_path) -> bool

# Refresh editor UI: call this ONCE, AFTER all edits are done (see crash warning below)
AnimMontageService.refresh_montage_editor(montage_path) -> bool

# Jump to section in preview
AnimMontageService.jump_to_section(montage_path, section_name) -> bool

# Play preview
AnimMontageService.play_preview(montage_path, start_section) -> bool

⚠️ CRASH WARNING — never structurally edit a montage while its editor is open. Adding/removing sections, slot tracks, segments, notifies, or branching points reallocates the montage's internal arrays. If the montage editor (Persona) is open, its live preview holds pointers into those arrays and the next tick will dereference freed memory → the editor hard-crashes. Rule: do ALL structural edits FIRST, then refresh_montage_editor() / open_montage_editor() exactly once at the very end. Do NOT call refresh_montage_editor() between edits. (The service now also auto-closes the editor before each structural edit as a safety net, but you should still batch edits and open last so the editor isn't opening and closing repeatedly.)

IMPORTANT: Asset Path Format

All montage_path parameters require the FULL asset path (package_name), NOT the folder path.

# CORRECT: Full asset path
montage_path = "/Game/Montages/AM_Attack"

# WRONG: Folder path
montage_path = "/Game/Montages"  # This is a folder, not an asset!

IMPORTANT: Return Struct Field Names (read before printing results)

These methods return UStruct objects. Access fields with the exact snake_case names below — guessing (skeleton_display_name, segment end_time, name, path) raises AttributeError. Each struct field is read-only data already populated; just read it.

MontageInfo (from get_montage_info / list_montages / find_montages_for_skeleton): montage_path, montage_name, skeleton_path, duration, section_count, slot_track_count, notify_count, branching_point_count, blend_in_time, blend_out_time, blend_out_trigger_time, enable_root_motion_translation, enable_root_motion_rotation, slot_names (Array[str]). (No skeleton_display_name — use skeleton_path. No skeleton object — it's a path string.)

MontageSectionInfo (from list_sections): section_name, section_index, start_time, end_time, duration, next_section_name, loops, segment_count.

AnimSegmentInfo (from list_anim_segments / get_anim_segment_info): segment_index, anim_sequence_path, anim_name, start_time, duration, play_rate, anim_start_pos, anim_end_pos, loop_count, loops. (Segments have NO end_time — that field exists only on sections. Compute segment end as start_time + duration. Source-clip range is anim_start_pos → anim_end_pos.)

SlotTrackInfo (from list_slot_tracks): track_index, slot_name, segment_count, total_duration.

SectionLink (from get_all_section_links): from_section, to_section, is_loop.

BranchingPointInfo (from list_branching_points): index, notify_name, trigger_time, section_name.

Tip: when unsure, call discover_python_class('unreal.MontageInfo, unreal.AnimSegmentInfo, unreal.MontageSectionInfo') — the Editor Properties block lists every valid field name. Cheaper than a crash-and-retry loop.

Key Workflows

Create Multi-Animation Montage with Sections

import unreal

# 1. Create empty montage
path = unreal.AnimMontageService.create_empty_montage(
    "/Game/Characters/SK_Mannequin",
    "/Game/Montages",
    "AM_ComboAttack"
)

# 2. Add animation segments sequentially (track 0)
unreal.AnimMontageService.add_anim_segment(path, 0, "/Game/Animations/Attack1", 0.0)
unreal.AnimMontageService.add_anim_segment(path, 0, "/Game/Animations/Attack2", 1.0)  
unreal.AnimMontageService.add_anim_segment(path, 0, "/Game/Animations/Attack3", 2.0)

# 3. Add sections at animation boundaries
unreal.AnimMontageService.add_section(path, "Attack1", 0.0)
unreal.AnimMontageService.add_section(path, "Attack2", 1.0)
unreal.AnimMontageService.add_section(path, "Attack3", 2.0)

# 4. Link sections for combo flow
unreal.AnimMontageService.set_next_section(path, "Attack1", "Attack2")
unreal.AnimMontageService.set_next_section(path, "Attack2", "Attack3")
# Attack3 has no next section - ends the montage

# 5. Add branching points for input windows
unreal.AnimMontageService.add_branching_point(path, "Combo1Window", 0.7)
unreal.AnimMontageService.add_branching_point(path, "Combo2Window", 1.7)

# 6. Configure blend settings
unreal.AnimMontageService.set_blend_in(path, 0.15, "Cubic")
unreal.AnimMontageService.set_blend_out(path, 0.2, "Linear")

# 7. Save FIRST, while no editor is open
unreal.EditorAssetLibrary.save_asset(path)

# 8. THEN refresh/open the editor exactly once — never between the edits above
#    (refreshing mid-edit can crash the editor; see CRASH WARNING)
unreal.AnimMontageService.refresh_montage_editor(path)

Create Layered Upper Body Montage

import unreal

# 1. Create montage from animation
path = unreal.AnimMontageService.create_montage_from_animation(
    "/Game/Animations/Reload",
    "/Game/Montages",
    "AM_Reload_UpperBody"
)

# 2. Change slot to UpperBody for layered blending
unreal.AnimMontageService.set_slot_name(path, 0, "UpperBody")

# 3. Configure blend
unreal.AnimMontageService.set_blend_in(path, 0.1, "Linear")
unreal.AnimMontageService.set_blend_out(path, 0.15, "Linear")

# 4. Disable root motion for upper body action
unreal.AnimMontageService.set_enable_root_motion_translation(path, False)
unreal.AnimMontageService.set_enable_root_motion_rotation(path, False)

# 5. Save
unreal.EditorAssetLibrary.save_asset(path)

Set Up Looping Idle Section

import unreal

montage_path = "/Game/Montages/AM_Combat"

# Add sections
unreal.AnimMontageService.add_section(montage_path, "Idle", 0.0)
unreal.AnimMontageService.add_section(montage_path, "Attack", 2.0)

# Make Idle loop until gameplay interrupts
unreal.AnimMontageService.set_section_loop(montage_path, "Idle", True)

# Attack ends the montage (no next section)
unreal.AnimMontageService.clear_section_link(montage_path, "Attack")

COMMON_MISTAKES

Wrong: Using folder path instead of asset path

# WRONG
montages = AnimMontageService.list_sections("/Game/Montages")

# CORRECT
sections = AnimMontageService.list_sections("/Game/Montages/AM_Attack")

Wrong: Refreshing the editor between structural edits (can CRASH the editor)

# WRONG - opening/refreshing the editor mid-edit, then editing more, can hard-crash
# the editor (live preview holds dangling pointers into reallocated montage arrays)
AnimMontageService.add_section(path, "Attack", 0.5)
AnimMontageService.refresh_montage_editor(path)   # editor now open
AnimMontageService.add_anim_segment(path, 0, anim, 1.0)  # mutates arrays under live preview -> CRASH risk

# CORRECT - do ALL structural edits first, save, THEN refresh/open exactly once at the end
AnimMontageService.add_section(path, "Attack", 0.5)
AnimMontageService.add_anim_segment(path, 0, anim, 1.0)
unreal.EditorAssetLibrary.save_asset(path)
AnimMontageService.refresh_montage_editor(path)   # single refresh at the very end

Wrong: Adding sections beyond montage duration

# WRONG - Section time must be within montage length
# If montage is 3.0s, this fails:
AnimMontageService.add_section(path, "Late", 5.0)  # Beyond duration

# CORRECT - Add segments first to extend duration, then add sections
AnimMontageService.add_anim_segment(path, 0, anim_path, 3.0)  # Extends montage
AnimMontageService.add_section(path, "Late", 3.5)  # Now within range

Wrong: Forgetting to save

# WRONG - Changes lost on editor restart
AnimMontageService.add_section(path, "Attack", 0.5)

# CORRECT - Always save after changes
AnimMontageService.add_section(path, "Attack", 0.5)
unreal.EditorAssetLibrary.save_asset(path)

Sample scripts (run via execute_python_code)

  • scripts/create_montage.txt — create a montage from an animation and add named sections.