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How can I listen for an anim notify event on C++?

I have a montage with a custom notify and I have inherited the UAnimInstance to handle my animationBP from code, that being said I have access to the FAnimNotifyEvent but how do I declare a callback on C++? On the BP you just add a new "Anim notify event" and that's it, how can I do the same on code?

P.D. I don't want to add anything on my blueprint for this, how do I make the callback only on code side?. I think I could create a subclass of UAnimNotify (or UAnimNotifyState) and override their methods but then the callback implementation lacks the UAnimInstance's variables I have, so far I can only think about exposing the method I want to call on C++ for my BP to call it whenever the notify fires.

Product Version: UE 4.10
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asked Jan 06 '16 at 12:34 AM in C++ Programming

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virtual_nomak
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If I understood the question correctly, this could help:

https://answers.unrealengine.com/questions/145350/create-animnotify-in-c.html

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answered Jan 06 '16 at 09:51 PM

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rantrod
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avatar image virtual_nomak Jan 06 '16 at 10:29 PM

I encountered that same question before, he is adding a notify from code but he has an inherited class of UAnimNotifyState where all the events fired by the notify are handled, and as I pointed out I want to be able to create a callback on my UAnimInstance custom class (like you would usually do on a BP), if you know of a way to connect the event from the UAnimNotifyState to the UAnimInstance callback please let me know.

avatar image rantrod Jan 06 '16 at 10:54 PM

If you derive from AnimNotify, the first argument to the callback (Received_Notify) is USkeletalMeshComponent. You can get to your anim instance from there.

avatar image virtual_nomak Jan 07 '16 at 01:16 AM

Oh really? didn't notice that, thanks! Edit: I just did some refactoring on my code and this totally worked, thanks again for your help :)

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