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cant seem to send events out from animationBP to other BP's

Ok so im just using a key press to trigger a statemachine in the animblueprint, the animation plays stops and goes back to idle. My problem is I can still move during that animation and i want to disable player movement while it is happening.

I am not sure how i can send events out of the statemachine itself, so what i did was put 1 animnotify at the beginning of my animation(stop movement) and another one at the end(re-enable movement). Then in the animationBP, i call those events and send 2 interface events.

On the characterBP, I am listening for those events(class settings has the interface and i added the events on the graph) , but doesnt look like theyre being sent successfully from the animationbP. Do you guys have any idea what i might be doing wrong? Or any other Better way of doing this?

Product Version: UE 4.20
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asked Nov 12 '18 at 08:28 AM in Blueprint Scripting

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If you're trying to play an extra animation, why not using PlayAnimMontage or PlayAnimation in your AnimBP and your AnimNotify should work properly instead of firing a whole StateMachine for a single animation. I think the Notify problem comes from the fact it's played in a StateMachine.

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answered Nov 13 '18 at 03:54 PM

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