My Blueprint logic looked correct. But nothing happened in the game. The problem wasn’t the logic — it was how I used functions and events.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.
On Day 77 of my game development journey, I explored the difference between Functions vs Events and Animation Sequences vs Animation Montages in Unreal Engine.
What I Tried
While building gameplay logic, I placed some code inside Blueprint functions.
The logic looked fine, but nothing happened during gameplay.
Later I realized I never called the function.
At the same time, I tried playing attack animations using Animation Sequences directly.
The animation played, but I couldn’t control it well during gameplay.
What Confused Me
Why does my function not run automatically?
Why do events trigger without being called?
Why is an Animation Sequence not ideal for attacks?
Why do developers recommend Animation Montages for gameplay?
What Finally Clicked
In Blueprints:
Events are entry points.
They are triggered automatically by the engine or gameplay actions.
Examples:
- Event BeginPlay
- Input Events
- Overlap Events
Functions are reusable logic blocks.
They only run when something calls them.
So the execution flow works like this:
Event → calls Function → Function executes logic
Once I understood this flow, my Blueprint logic started behaving correctly.
I also understood the difference in animation systems.
Animation Sequence
- A single animation clip
- Plays exactly as recorded
Animation Montage
- Controls how animations behave during gameplay
- Supports sections, blending, and branching
- Can trigger gameplay events using Animation Notifies
That’s why montages are commonly used for actions like:
- Attacks
- Reloads
- Abilities
Practical Fix
- Use Events to start gameplay logic
- Use Functions for reusable calculations or tasks
- Use Animation Sequences for base animations like walk or idle
- Use Animation Montages for attacks or special actions
- Use Montage Sections for gameplay control
One Lesson for Beginners
- Events start execution flow
- Functions organize reusable logic
- Animation Sequences store raw animation data
- Montages control animations during gameplay
- Separating logic and control keeps Blueprints clean
Understanding these roles helped me structure my Blueprint logic much better.
Slow progress — but I’m building a strong foundation.
If you’re also learning game development, what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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