I have custom anim notify which is called from a weapon reload animation in order to increment / save reload progress as the animation progresses (the reason being if the reload is interrupted and the animation cancelled, it can later resume from last saved time).
For this to work, I need to either get the playback time of the animation or “Notify Begin Time” in the anim notifies “Received_Notify” function. And this is where I am currently stuck. I just couldn’t find a way to get either variables.
I just want to directly get the “Notify Begin Time” you can see in the picture of my original post, instead of having a redundant variable, in this case “Reload Anim Time”, in which I manually enter the “Notify Begin Time” for each Notify in my composite track.
I don’t understand why so much is hidden from blueprint scripting, as I’m sure there’s a way through C++. It doesn’t always matter if it’s not very efficient.
The first function returns a list of all the trigger names, the second returns the trigger time of the given named trigger. It works for me, if you have multiple trigger tracks or something else not straightforward, it may need work.
This is how I’m using it, looking for a baseball “pitch” trigger time: