EventDispatcher call

I just started using EventDispatcher:
The plan here is for my main Char to call the “hit detect” (screenshot) function from my weapon BP,


then to activate the Sphere Trace when I want using the AnimNotify inside my Char attack animations.
So when I call the eventDispatcher (called as I start the attack) I call the function from the weaponBP and spawn the sphere for the hitbox during the AnimNotify, and that works perfectly.
The only problem is that it also spawn a single Sphere at the start of the attack animation, that makes sense since I call the function at the start of the attack animation, but how can I avoid that?

Hey @BlueTitan99!

By a single sphere, you might be referring to the part of the sphere trace before the collision begins. It’s just how the sphere trace is drawn. When your debugging is done, you can set the Draw Debug Type to None and never see that again :grin:

Hope this helps!


Hmmm, wait… I see that’s not what you’re talking about. But I couldn’t understand the point of calling a function at the start of an animation if you’re using an anim notify. Perhaps I’m overlooking something. Why don’t you share all the related parts of your logic and I can take a look when I get on my PC this evening?

So, see you then! :cowboy_hat_face:

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In my weapon BP made the “hitDetect” function, binded by a custom event to the dispatcher I use in my character BP :


Here when I attack I call the dispatcher

And this is the AnimNotify:

I guess I’m supposed to call only by AnimNotify?

Well yeah! It’s a bit late right now, maybe I’m overlooking something but I can’t see any reason why we wouldn’t handle it like this:

If this is the objective:

In this case the hands are the weapon but you get it. And to be fair Manny’s hands should be considered as weapons :100: :100: :100: :fire: :fire: :fire:

Oh god, I didn’t realize the AnimNS works as caller for functions, so yeah, the problem was just me calling the sphere function for no reason when I was starting the attack, deleted the call → deleted the problem, thank you so much

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