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"Play Animation" node clears bound events?

I've 2 notifies in a certain animation.
In the AnimBP I call an event dispatcher whenever the notify fires. (This event call works perfectly; it gets called every single time.)

The character BP has the bind event set up in Begin Play. The bind is working perfect. That is, until I do a Play Animation in the character BP. Once I do Play Animation and return the animation mode back to the Anim BP, the bind no longer works, even if I try to rebind it after stopping the animation setting the animation mode back to AnimBP.

Is this expected behavior?

I find it strange that I'd lose the binds just by using Play Animation.

Update: I worked around it moving all animations out of the Player Character's BP and into the Player Character's AnimBP.

There isn't much documentation on Play Animation. The basic use of it is self-explanatory, but the name alone doesn't imply or lead one to infer all events will be lost. If it's not a bug, and this is intended functionality, it'd be nice if the Play Animation documentation were updated.

Product Version: UE 4.12
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asked Aug 10 '16 at 09:28 AM in Blueprint Scripting

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Only use Play Animation if an actor 1) has only one animation or 2) doesn't use bind events.

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answered Sep 13 '16 at 09:54 AM

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