MontageForge
Build a montage from a recipe — slot, notifies, layering curves, blends.
Overview. MontageForge is small, stable and does one thing, so this page is its shape and its rules rather than a walkthrough. The plugin's own README goes further.
Turns an animation sequence into a playable montage: creates the montage asset, places it in a named slot, stamps gameplay-event notifies at authored times, stamps the layering curves that let it play over locomotion, and applies its blend settings.
All driven from an authored Montage Recipe asset, which is the source of truth for a later rebuild.
| Plugin | Role | Licence | Version |
|---|---|---|---|
| MontageForge source | coreThe subsystem. Install this one. | Open | 0.1.2 |
| MontageForgeToolset source | toolsetThe same subsystem as typed MCP tools, for an agent. Adds nothing of its own. | Open | 0.1.2 |
What it does
- Recipe to montage — creates the asset, adds the source animation as its only segment in the requested slot, places one notify per recipe entry, stamps layering curves flat across the clip, and applies blend-in/out time and blend option.
- A gameplay-event notify — sends a gameplay tag to the animating actor at its point in the montage, so an ability has a real event to wait on instead of a timer.
- A play style (
Free/BlockMovement) as an engine-level movement-blocking helper with no game knowledge. - Curve presets — a data asset holding a rig's named body-mask curves; a recipe points at one, and per-recipe overrides adjust individual values without copying the whole preset.
Three rules worth knowing
Timings are a fraction of the clip, not seconds
A regenerated, differently-timed animation underneath does not silently invalidate authored notify positions.
This is the rule that makes a montage survive its clip being replaced — which is the entire point of replace it safely.
A rebuild edits in place
It edits the existing montage asset rather than deleting and recreating it, so references from abilities, items and dialogue lines keep working.
Nothing rebuilds automatically
No build-on-save, no watching. A rebuild of an existing montage is refused unless overwrite is explicit.
Deliberately one-shot: a montage that silently rebuilt itself would be a montage nobody could hand-tune.
What it knows nothing about
Which gameplay tag a notify carries, what the layering curves mean on a given rig, and which ability, item or dialogue line ends up playing the finished montage.
Its only game-framework dependency is GameplayAbilities, and only because it ships the one notify class that turns an authored moment into a gameplay event. Nothing native does that.