Montage Graph is an experimental animation authoring system developed for Eonblade. The focus of this tool is to speed up authoring of structured gameplay animations. This tool should be useful if your use-case includes animations that can be linked together(Combos), you require the ability to blend arbitrary AnimMontages with custom BlendSettings, or if you're developing a game with melee combat and require precise hit detection with lag compensation.
Contributions, feedback and criticism are more than welcome.
- First-Class integration with Gameplay Ability System(GAS)
- Collision Caching for Authoritative Runtime Lag Compensation
- Networked AnimMontage Linking for fluid Melee/Combat Combos
- Ability to define custom Montage Blend settings for any AnimMontage Link pair
- Branching montage selection based on
FGameplayTagsand node edges - Ability to specify
UGameplayEffectsusing timeline sections - Persona Toolkit integration
Specifying a collision section in the timeline bakes a predefined collision shape to file using samples from the animation. When evaluating a montage through UMontageGraphComponent, the collisions are checked retroactively for skipped frames, ensuring consistent sweep detection with unstable framerates, similar to the approach used by Digital Confectioners
projects using Montage Graph plugin:
- EonBlade - online sword fighting game
If you're using this plugin in one of your projects, we'd love to add you to this list

