Create AnimNotifys, add to animation and add function to callback

Hey,

Given a SkeletelMeshComponent, a time and an animation I’d like to create a notify, add that notify to the animation and add my function as a callback to the notify event.

I’ve found some code on the AnswerHub but I don’t quite understand it. I assume it creates a notify and adds it to the montage.

void MyComponent::AddNotify(UAnimMontage * montage_in, FString notify_name_in, int32 frame_in)
{
	if (notify_name_in.IsEmpty())
		return;

	
	int32 my_index = montage_in->Notifies.Add(FAnimNotifyEvent());
	FAnimNotifyEvent& new_event = montage_in->Notifies[my_index];
	new_event.NotifyName = FName("Fire");
	new_event.Link(montage_in, frame_in* (1.0f / 30.0f));

	class UObject* AnimNotifyClass = NewObject<UObject>(montage_in, UAnimNotifyState::StaticClass(), NAME_None, RF_Transactional);
	new_event.NotifyStateClass = Cast<UAnimNotifyState>(AnimNotifyClass);

	if (new_event.NotifyStateClass)
	{
		new_event.NotifyName = FName(*new_event.NotifyStateClass->GetNotifyName());
		new_event.SetDuration(1 / 30.f);
		new_event.EndLink.Link(montage_in, new_event.EndLink.GetTime());
	}

	else
	{
		new_event.NotifyName = FName(*new_event.Notify->GetNotifyName());
	}
	montage_in->MarkPackageDirty();
}

If that’s the proper way of creating & adding notifys I’d like to know how to add my function as callback to the created notify. Sadly I couldn’t find documentation for this.

How do you handle notifys in C++? Should I dig into the Engine Code to understand it?