I’m using Anim Notifies to set variables for when you’re able to buffer inputs, play next action, etc. I also have a notify lastly that enables you to cancel out of it by just walking, this is done mainly at the end of attack animations. The animations are played through montages.
The thing is, if you press any action again right before the cancel notify plays, it will be queued and played regardless, meaning that you can cancel right out of your next action at any point. The combo is also reset when you can cancel, so it looks really weird if you’re attacking at the perfect time.
I have been trying to check if the animation is playing or not, and then execute if it is playing and not blending out, but there doesn’t seem to be a way to do this. I’ve also tried editing the trigger weight and montage tick type for testing but neither of them made a difference.
So I’m starting to wonder if anim notifes can be used this way at all, considering that I don’t see released third person action games on ue have this issue. If only there was a way to only play the notify if the triggering animation is 100% playing, which I thought the trigger weight was, but doesn’t seem to do anything.
For clarification, I’m using anim notifies on the actual animations, and not in the montage. I’ve tried using notifies in the montage itself, but got the same result so no luck there either. I’m starting to think that I’m missing something, or I’m going about this the completely wrong way.