4.12 - Anim Notifies issue in C++

hi all, this is a follow-up as a separate thread from here

here is some copy paste of the last relevant comments

`fmaacmab: hi Doug, I extended AnimInstance, made a blueprint out of it, and added a custom notify at the last frame of my animation, which correctly populated NotifyQueue.AnimNotifies. so custom notifies seem to be working. For now this manual workaround works for me, as I don’t have that many animations this early in preproduction.

Would you mind confirming that this is a known issue, and that there are plans to rectify it in future releases ( if not already on the roadmap, I apologize if I missed it ). If needed for your lab, I can provide my project.`

Doug: Can you explicitly state what you believe the issue to be? The original issue for this post / bug report entered (UE-31744) was a result of PrimaryActorTick.AddPrerequisite(Mesh, Mesh->PrimaryComponentTick); missing from the BeginPlay() function of Juice-Tin's original project. After adding this line of code, the original project functioned as expected. Additionally, having a copy of your project to test against would be helpful in the investigation of the issue.

Martin: There are currently no known issues with this. There isn't a lot to go on in your posts and from what you have described it should work. If you could make an example project displaying your issue that we could then debug here that would be really helpful :)

and now the conclusion: :slight_smile:

here it’s the project without the custom end event for anim notify set on mh_m_am_idle_tw_v6 animation

here is the same identical project with only one difference: there is a notify manually set on the last frame of mh_m_am_idle_tw_v6 animation.

in the project without the custom event the message LogWarning("End Event at the last frame fires!" + FloatToString(GetWorld()->GetTimeSeconds())); never fires
whereas in the project with the custom event the message fires every 5.3 seconds as expected

please let me know. Thanks~

Hi fmaacmab,

There isn’t enough information here to go on. In the project supplied (proj_wo_custom_endevent) there are a lot of different parts and it is hard to follow what exactly is going on or what you are expecting.

Hitting PIE after loading the project doesn’t produce any notify output but that is because no animations are being ticked in your blueprint with notifies in as far as I can see. You don’t say which animation you are expecting notifies to come from.

Cheers

Martin

From the previous thread

“I’m using a multi-mesh, if that makes
any difference. my understanding was
that at least a begin/tick/end
notifies should happen by default out
of the bat”

There will be nothing in the NotifyQueue that does not match up to a notify in an actual animation somewhere. It sounds like maybe you misunderstand how this system works? We don’t generate begin/end notifies to populate that queue if that is what you are expecting.

Cheers

Martin

It sounds like maybe you misunderstand how this system works? We don't generate begin/end notifies to populate that queue if that is what you are expecting.

That explains it. I misunderstood how it works. I apologize for wasting everyone’s time, and thank you Martin for taking the time to explain

Thanks again~

No problem! Good luck with the rest of your project!

Martin