Hi! I’m having an issue with an Anim Notify State blueprint.
I’m using a timer triggered and stopped by the Notify in my weapon animation.
The issue is that the notifies are firing at the beginning / end of the animation I’m tracking, ignoring the interval I choose for the notifies.
I’m working on the top-down template. Is there a workaround? I both tried to set the notification on the animation itself and on the animation montage, no changes at all…
Thank you!
As the node name implies of course it does that. Your setup only triggers at the start and end of events only.
You have to use the tick event instead. Here, read this documentation. With the event tick it will trigger the event for each frame within the range.
You might need to rework on your blueprint communication setup again if you change to this tick event.
Thank you! But I guess you are missing the point.
As soon as I trigger the Timer the execution is just fine, firing continuosly until I clear the timer. Just like you said, it’s triggering at the start and at the end. The problem is when. The start should be firing at the frame I placed my notify, but isn’t. Same for the end.
Moreover, I have the exact same setup that works like a charm in a third person template, traking the weapon animation in the exact frame range I need.
The delay you see is related to the branch before. I’m checking “is weapon equipped” to fire the attack animation only if it is. The delay fires to let the character equip the weapon before taking on the next action
BTW I get you when you say there could be a better way to achieve this result. But to be honest I would like to understand how to make it work, just like I did in the other project I mentioned in the previous message…
For instant events (eg. attacks or dodging) it is a very critical decision to not use the delay nodes unless it is necessary and you know what you are doing. That’s because the delay node is troublesome when it comes to these instant events moreover we can’t really predict the player’s behaviours. They will always try to break the game by spamming the keys or doing some unrelated events.
If it works for you then, very well good for you.
Back to your question,
The issue is that the notifies are firing at the beginning / end of the animation I’m tracking, ignoring the interval I choose for the notifies.
Considering this statement of yours I guess it does execute but not at the exact frame? Then again, as stated it may be related to drop FPS, montage interruption, or non-trigger event(s).