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How to get Character within UAnimNotify

I cam across the this thread

I subclassed UAnimNotify and overrode Notify.

However, now I don't understand how to get things from within Notify that I need. For example the current Character.

In the Animation BP I can get the pawn easily from the AnimInstance alt text

However, I don't see a way to get the AnimInstance within UAnimNotify.

 UCLASS()
 class FPSGAME_API UFPSTriggerAbilityAnimNotify : public UAnimNotify
 {
     GENERATED_BODY()
     
     virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
 
 };

 void UFPSTriggerAbilityAnimNotify::Notify(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation)
 {
     Super::Notify(MeshComp, Animation);
 
     // How do I get character here?
 }
Product Version: UE 4.11
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asked Jun 23 '16 at 07:25 PM in C++ Programming

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erebel55
385 43 46 66

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You should be able to use the Mesh Component's owner to get your character, like so:

 AActor* AnimationOwner = MeshComp->GetOwner();
 if (AFPSCharacter* Character = Cast<AFPSCharacter>(AnimationOwner))
 {
     // Do stuff
 }
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answered Jun 23 '16 at 07:48 PM

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ExtraLifeMatt
1.6k 34 14 48

avatar image erebel55 Jun 23 '16 at 08:10 PM

Works like a charm :) For some reason I thought that wasn't the actual instance of the skeletal mesh. I misinterpreted this line in the docs

SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.

Thank you!

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