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Animnotify Parameters

Is it possible to pass a parameter with a custom animnotify?

A simple example of this would be:

  • I have an animmontage that has a chain of attacks

  • I have an anim notify trigger every time I want to try and deal damage

  • I want each anim notify to pass a different damage value into my deal damage function

Product Version: UE 4.11
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asked Jun 02 '16 at 06:03 AM in Blueprint Scripting

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Gfelb
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2 answers: sort voted first

I came looking for an answer to this too but discovered you can just add a variable to your AnimNotify class, and set it to Editable - it will then show up in your notify. So in your case you can just add a float variable for damage, and then you only need the one notify regardless of damage amount.

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answered May 09 '17 at 01:06 AM

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Spoondog
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avatar image Gfelb May 09 '17 at 01:24 AM

Bammmmmm, that's the answer! thanks!

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i see no problem here. anim notify just trigger an event inside the animation bp, what whatever happens on the event of that notify its up to you. just do something like "animnotifyEvent->set variable damage on" try to get pawn owner" (casted to you player character"

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answered Jun 02 '16 at 11:12 AM

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jblaswu
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avatar image Gfelb Jun 02 '16 at 07:06 PM

I thought anim notify parameters were something that was possible in UE3, but I may have been mistaken. I was hoping to have 1 type of notify that goes through the same event path with a slight variation based on a parameter, rather than needing a unique notify for setting damage and checking hit, or having multiple different check hit notifies

But I think you're right and I should be able to organize my event graph so it's not a big deal. Thanks for the reply!

avatar image Nick Jackson Jun 03 '16 at 02:23 PM

Accept his answer for tracking purposes.

avatar image Gfelb Jun 03 '16 at 05:27 PM

I'll accept your face for punching purposes

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