i see no problem here. anim notify just trigger an event inside the animation bp, what whatever happens on the event of that notify its up to you. just do something like “animnotifyEvent->set variable damage on” try to get pawn owner" (casted to you player character"
I thought anim notify parameters were something that was possible in UE3, but I may have been mistaken. I was hoping to have 1 type of notify that goes through the same event path with a slight variation based on a parameter, rather than needing a unique notify for setting damage and checking hit, or having multiple different check hit notifies
But I think you’re right and I should be able to organize my event graph so it’s not a big deal. Thanks for the reply!
I came looking for an answer to this too but discovered you can just add a variable to your AnimNotify class, and set it to Editable - it will then show up in your notify. So in your case you can just add a float variable for damage, and then you only need the one notify regardless of damage amount.