In BeginPlay I am iterating over the notifies of an animation to check if it has one named “Notify_InvokeAbility”, the name of a simple notify created in blueprints.
In Begin Play of one of my pawns:
static const FName InvokeAbilityName(TEXT("Notify_InvokeAbility"));
for (FAnimNotifyEvent Notify : MyAnimation->Notifies)
{
if (Notify.NotifyName == InvokeAbilityName)
{
bIsAnimationValid = true;
break;
}
}
But I noticed that Notify.NotifyName returns “Notify_InvokeAbility_C”, unless I first open that animation in the Editor, in which case it returns “Notify_InvokeAbility”
What is the correct way of comparing an AnimNotify in C++? Should I create the AnimNotify in code? Should I just check against both names? (“Notify_InvokeAbility” & “Notify_InvokeAbility_C”)