Anim Notify doesn't trigger in Animation Blueprint

Hi,

I’m currently experimenting with Animation Notifies. I managed to trigger particles, sounds and even trails, but am currently stumped on the custom event, which I’d like to pass to the Character Blueprint. I realize this is a common question, but I’ve already read previous answers and know that the event needs to be caught in the Animation Blueprint and then passed to any other Blueprint via function call. However, it appears that the event doesn’t even trigger in the Animation Blueprint.

Here’s what I’m doing:

For one the animations of my character, I defined a custom AnimNotifyEvent, which I called “TestNotifyEvent”. FWIW, I left the event settings unchanged.

52112-animnotifydefinition.png

Then I defined a function in my Character Blueprint, which I called “OnAnimNotifyTriggered” and added a Print String node to check whether it’s fired correctly.

And finally I modified the Animation Blueprint to react to the Notify event, cast the actor to the Blueprint and call the above function. When this failed to have any effect, I added another Print String node for easier debugging.

When I play the animation in PIE mode (triggered via button press), all the animation’s other Notify Events are triggered correctly. Only my debug message doesn’t get displayed. (I wondered whether I might be suppressing messages in general, but when I hooked the Print String node into “Update Animation”, the messages did trigger.)

I’ve also read some theories that there might be problems with Notify events while the animation is already blending into something else, but sliding the event along the timeline didn’t change anything.

Does anyone have any idea what I might be doing wrong?

For the sake of completeness, the above only happened when I used a Play Animation node to trigger the animation:

However, when I later changed the animation handling to use the AnimGraph, the debug messages started showing up, so the Notify event was triggered correctly.

52235-animgraphtransitionboolean.png

I’ve still got the problem that my OnAnimNotifyTriggered function doesn’t appear to get called (Print String message isn’t displayed), though when I added another Print String to Cast Failed that message wasn’t displayed either.

Hi,

if you didn’t watch Epic’s video serie about animation montage, i advice you watch it because i watched long time ago and remember animation montage isn’t so simple as you may think at first and have some “unrerwater stones” - YouTube , but i can’t tell if you find solution here because i have no expirience in it, but Epic’s guide was really interesting and surprising at some points be breaking my logic

p.s. don’t forget mark question as answered when problem solved, so anyone else later can have same question and may find solution faster

Like I wrote above, the Play Animation node appears to be buggy (or at least incomplete). Both Anim Montages and setting variables for AnimGraph transitions work fine.

For my remaining “problem”, it turned out that I’d confused the function call with the function definition. Watching a couple of other Blueprint tutorials cleared that up. Once I moved the PrintString node (as well as any actual behavior) into the function definition of OnAnimNotifyTriggered, everything worked as expected.

I’d already found a workaround (using the state transitions) and my one remaining problem turned out to be a misunderstanding of the Blueprint mechanics. Everything works fine now. Thanks!

Good to know this is an actual limitation of Play Animation. It seems that it ignores the Anim Blueprint associated to the skeleton and can’t send Notifies. Maybe it’s just a lightweight function not made for that purpose. Anyway I submitted the bug report (still there in UE 4.18) as Case # 00003184: Play Animation doesn’t trigger Animation Notify events has been received (not public on Unreal Issues yet).