Hi
“It looks like AnimNotifies is no longer getting populated properly”
“NotifyQueue also no longer works”
“I would have figured Notifies not working at all in C++ would be a pretty high priority”
I have had some time to look into this and I can assure you there is no issue with Notifies that I can find. Rest assured that the notify system not working would be a major deal and not something that we would leave in the build for a month with no resolution.
As far as I can see your issue stems from the fact that you have no dependency between the component ticking and the actor ticking. This means that the actor ticks at a point where the anim notify data is not valid. Now normally directly reading the contents of the NotifyQueue is not how we handle notify events anyway, instead we add handlers which get called when the notify is triggered.
In order to get the specific code in your example to work you need to add a tick dependency between the actor and skeletal mesh component so that the actor doesn’t tick until the skeletal mesh component is finished. It was enough for me to add the following line to ALyme::BeginPlay
PrimaryActorTick.AddPrerequisite(Mesh, Mesh->PrimaryComponentTick);
Hope this helps, let us know if you have any further questions
Cheers
Martin