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?
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
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?
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