Using ABP Animation State events in code

I’m moving some of my animation blueprints into C++ so I can have multiple skeletons use the same update/notify behavior without duplicating all of it multiple times. The ABP I’m moving to C++ uses some of the “Entered State Events” in a state machine.

Is there a way to make these events in code or do I have to duplicate these for each ABP that inherits from my AnimInstance?

It looks like the anim instance looks for a function called “AnimNotify_” so all I needed to do was declare a UFUNCTION called AnimNotify_ResetState and put my logic in that.

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