custom animation events in animation states

I’m having a very hard time doing simple things in the Animation system using Blueprint. My current problem is that I have created an animation boolean variable called “CanTransition” and I’m using it in a transition rule to leave an animation state. I need now to reset that variable and I’m trying to do that using a custom blueprint event in the animation state that is being left. The animation state has “Entered State Event”, “Left State Event” and “Fully Blended State Event”. What is the proper way to get those to fire? I have custom animation nodes in my Animation Event Graph that I had hoped would receive those animation events but they do no fire.

Using an example:
I have a state called “Foo”.
My Event Graph logic sets an animation boolean called “CanTransitionFromFoo” to true.
I set the “Left State Event” field of the Foo state to “LeftFooStateEvent”.
In my Event Graph, I have a Custom Event called “LeftFooStateEvent”.

Problem: The “LeftFooStateEvent” is never fired. Any thoughts?

Thanks in advance

Hi, Scott

Maybe you’re not setting this condition variable to 1? Or you’re having a deadloop when leaving state causes a variable to reset and getting you to the previous state. Try monitoring the variable state by adding a “Print string” node connected to it

I agree with Roland, Print String is your friend. But also try to move the notifiers earlier into the animation (i think i’ve seen notifiers that didn’t fire if the animation was already blended out of it). Otherwise try remove the notifier completely, create a new one and try with that. UE4 has some weird bugs now and then.