Communication between BlueprintThreadSafeUpdateAnimation and EventGraph in ABP

Does anyone know if there has an way to communicate between BlueprintThreadSafeUpdateAnimation and EventGraph?

Now I am separate those game-thread node in EventGraph from BlueprintThreadSafeUpdateAnimation ,but some of the node contains “Play slot animation as Dynamic Montage” which also an game-thread node so I put it in the event graph , the problem is now I need to trigger this game-thread node while the thread-safe logic need it to play.

I tried interface-message and call the custom event but neither would work due to the difference between thread-safe and game-thread.

If there has an way to communicate between them?

Since the order of system running is

thread safe (parallel with pre-event graph) → event graph(in abp)

so now I am using the specified bool variable to determine if I should run the game-thread node in the anim update graph( such as play montage

Once the thread safe’s update logic determine that I should play montage, I set the bool as true, and when abp’s event graph running , it will run the “play montage” node through branch node by this bool.

This is the only way that comes to me and clearly it will makes me to create a lot of bool variables to run different node.

Still wondering if there has another way for better communication?