How to stop Notifies in an anim Montage, after enemy death?

Hello everyone,

This is a blueprints question.
I am having an issue with niagara effects notifies and sound notifies on my enemy character being triggered even when I stop the anim montage on their death. In game, I am defeating an enemy. When they die, I stop their anim montage, simulate physics and set collision to ragdoll the mesh. This works great if the enemy is mid anim montage or hasn’t begun it yet… However, if they are beginning the anim montage in the split second that I defeat them, then their niagara effect sword slash and sound still plays, despite the character laying ragdoll on the ground. This animation is triggered through a behavioral tree.

I have tried:
-shutting off logic immediately on death
-making a Behavioral Tree Decorator that will only play the attack animation IF the character is not dead
-playing a different animation that doesn’t have Niagara effects on death, to somehow cancel this attack animation niagara effects out

My questions:
-Is there a way to disconnect these notifies from the mesh?
-Is there a way to just completely stop niagara effect notifies from firing on a character, without deleting the mesh?

Thank you

Can you show the blueprint with the Death part?

I found a solution.

What I ended up doing is only playing the enemy attack animation after checking “is dead” inside of the enemy BP. I was so focused on a specific function to play when the enemy dies, or stopping logic/ changing the behavioral tree, but it was much simpler to just adjust the actual blueprints for the attack within the enemy BP.

Summary - I added “Is Dead” boolean branch before playing enemy attack animation, and this stopped behavioral tree from being able to play animation when enemy died regardless of logic state

Thank you

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