Hi everyone,
When using distance matching for certain animations, e.g. stops, the animation is driven by distance to the predicted stopping point, which means that we can come into the animation at different points depending at what speed the character is traveling at. If we have a notify that we want ensure plays, e.g. a sound effect, are there any suggestions to make sure that does trigger because there are times where you’ll enter the animation further in than the notify? I presume the answer is going to be to use anim state notifies but I was wondering if there was anything within the distance matching system to account for this.
I believe setting Teleport to Explicit Time to false helps with not skipping notifies when progressing the animation (please correct me if I’m wrong!) but I don’t think this helps when initially entering the animation.
Thanks