Ensuring anim notifies are hit when using a distance matching

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

Hi, you should be able to fix this if you change the Reinitialization Behavior property on your Sequence Evaluator node to Start Position:

[Image Removed]When the Sequence Evaluator is first updated with that setting, it’ll set the internal time to 0 and use the Explicit Time that you specify as a delta for that frame. With that, when we evaluate for the first frame, the code should catch the notify that is passed over by that delta time. Otherwise, with the default setting, it effectively sets the internal time to the value you passed as Explicit Time and has a delta of 0 which is why the notify isn’t sampled.

(You also need Teleport To Explict Time to be unset as you noticed already.)

Let me know if that gives you what you need.

Great, thanks for confirming!

Hi Euan,

That’s worked great, thank you!