Raising events in Animation Blueprints from C++

I need to raise events in my animation blueprints. With UDK, I used to create custom animation nodes which would have some sort of function the owning actor class would call (for example, StartReload to tell the weapon to play its reloading animation). The nodes would time the animation and switch back when needed, so I only called one function in my actor class to do the whole process. I’m not quite sure about how I can do the same with the new Animation Blueprint system. Any ideas?

Hi Arshia001

Please avoid to post the same thread several times :slight_smile: I will close this one now.