UE5 Anim Montage Not Working? Here’s How to Fix It

Development

Editing animations in Unreal Engine 5 (UE5) offers powerful control over character movement and behavior. One of the key tools for this purpose is the Animation Montage system, which enables developers to play specific animations on demand, such as attack combos, emotes, or special actions. However, when an Anim Montage doesn’t play as expected, it can bring frustration and disrupt workflow. If your UE5 Anim Montage is not working, there are several possible causes and solutions to explore.

TL;DR

If your UE5 Anim Montage isn’t working, first verify that the montage is being correctly referenced and played from the right animation blueprint or actor class. Ensure the skeleton matches, check that the animation blueprint is properly linked to your character, and make sure montage slots are correctly assigned. Debugging tools like printing logs and using animation debug view ports can be key to identifying what’s going wrong.

Common Reasons Why UE5 Anim Montage Might Not Work

There are several points of failure when working with animation montages in Unreal Engine 5. Here are the most common:

  • Incorrect montage setup in the Animation Blueprint.
  • The montage is played on the wrong mesh or character component.
  • The montage is assigned to the wrong animation slot or the slot doesn’t exist.
  • The blend settings make the animation unnoticeable.
  • Lack of proper asset linking, like the wrong skeleton.
  • PlayMontage() method is called but interrupted or wrongly timed.

Step-by-Step Troubleshooting and Fixes

1. Verify the Skeleton and Montage Compatibility

Ensure that the animation montage you are using was created with the same skeleton as the character mesh you’re applying it to. If the skeletons don’t match, the montage won’t work at runtime even though it might compile without warnings.

Fix: Double-check the skeleton shown under both the character mesh and montage asset to confirm compatibility.

2. Confirm Montage is Being Played on the Correct Mesh

If your character has multiple skeletal meshes or there are child actors or VR hands with separate components, make sure you’re referencing the right skeletal mesh when calling PlayMontage().


USkeletalMeshComponent* Mesh = GetMesh(); 
if (Mesh) 
{
    Mesh->GetAnimInstance()->Montage_Play(MyMontage);
}

If you are calling this on a different mesh than the one the Anim BP is playing on, it simply won’t work.

3. Check If the Montage Is Assigned to a Correct Slot

Montages must use animation “slots” to play correctly. If the slot you assign in the montage does not exist in your Anim Graph’s Slot node, the montage will never be executed.

Fix: Open your Animation Blueprint, and make sure the slot used in the montage (e.g., “DefaultSlot” or “UpperBody”) is wired into the output pose. If it’s not wired up, you’re effectively muting that playback channel.

4. Look Into Blend Settings and Montages Being Overridden

If you call a montage and it looks like “nothing happens,” it might be that another montage or animation already playing is preventing overlap or that the blend in/out time makes it hard to notice. Sometimes a long blend-in makes the montage visually arrested at the start.

Fix:

  • Check for any currently playing montages using GetCurrentActiveMontage().
  • Log when you start/cancel montages to detect conflicts.
  • Try setting a blend in time of 0.0 to see if it makes the montage visibly start more sharply.

5. Confirm That The Anim Blueprint Is Actually Active

It’s possible that you are calling the montage on the right mesh, but the mesh does not have an Anim Instance assigned, or it’s not active. Without an animation instance running, the montage won’t play.

Fix: In your character class or setup, confirm you’re using the correct Animation Blueprint and verify that it’s currently running.

6. Validate PlayMontage() Is Called At the Right Time

If you’re calling your montage right after a level transition, BeginPlay or other startup moments, the animation system may not be fully ready yet. Also, input events or conditions should be checked before execution.


if (MyMontage && !AnimInstance->Montage_IsPlaying(MyMontage))
{
    AnimInstance->Montage_Play(MyMontage);
}

Tip: Set breakpoints or use output logs to ensure your PlayMontage() is not being skipped because of logic conditions.

7. Debug With Animation Debug Viewport

Sometimes, the issue is less about code and more about assumptions. Perhaps the montage is playing—but not in a visible way. Unreal Engine provides powerful animation debugging tools to verify states, montages, and layered blends.

  • Press ~ to open the console during play and use DisplayAll CharacterMesh AnimDebug.
  • Use ShowDebug Animation to track montage states and animation blend trees.

Advanced Tips for Persistent Montage Issues

8. Check For Networking Issues in Multiplayer Games

In multiplayer scenarios, remember that montages need to be played on both server and client for them to replicate visually when appropriate. If you’re calling montage play only on the server or only on the client, other clients might not see the action.

Fix: Use replicated functions and multicast methods where needed. Consider calling montage play from an RPC (Remote Procedure Call) to ensure you’re syncing it across the network.

9. Review Animation Notify Conditions

If your montage contains notifies that don’t seem to trigger, make sure that their trigger conditions are met. For example, notifies might be filtered if your AnimNotify state doesn’t allow it during that phase.

Fix: Double-click your notify in the montage timeline and examine its trigger rules and range. Also remember to validate that the function or event it calls exists and is bound properly.

10. Consider Custom Montage Sections for Control

Segment your montage into logical sections like “Start,” “Loop,” and “End,” and then use Montage_JumpToSection() or Montage_Play() with a specific section name to gain more control and ensure the montage plays from the desired point.


AnimInstance->Montage_Play(MyMontage, 1.0f);
AnimInstance->Montage_JumpToSection(FName("Start"), MyMontage);

Conclusion

Animation montages in Unreal Engine 5 are highly flexible, but that flexibility introduces complexity. Whether it’s a misconnected slot, an overlooked animation blend, or simply calling PlayMontage at the wrong time, fixing montage problems requires a multi-faceted approach. Start by confirming the basics—correct mesh, valid blueprint, right skeleton—and then dig deeper into timelines, slots, and runtime state using UE5’s robust debugging tools.

By following the methods in this guide, you’ll not only fix your montage issue but also gain a stronger understanding of how the Unreal animation system behaves, empowering you to create more immersive and dynamic character experiences.