So I was trying to create a custom AnimNotify
and when a custom AnimNotify
is created, an event is created for it in the AnimationBlueprint
(For example, if I create a custom SkeletonNotify
in an animation, there’ll be an event called Event_NotifyName
.). Now, I want to know where these multicast delegates are declared and cached. As there are differences between SkeletonNotifies
and AnimNotifies
, I want to know how these work in general. (I’ve come up with the idea of using a multicast delegate in another class and get the AnimationBlueprint
to access that class’ delegate but I don’t want to manually do that cause I’ll have to bind the delegate to an event manually that’ll make the AnimationBlueprint
messy. I want it to be automatic just like the engine ones.)