They all use the same skeletons. So, I created two anim notifies in one of the attack montages. They are called
start hit animation
end hit animation
Basically what I want to do is that I want to use Blend Poses By Bool to blend only upper body animation. I set up a boolean variable called start Hit anim in enemy ABP.
If everything goes correctly, when my main character attacks, enemy should play hit animation for 0,5 sec and then end the state
well, the problem is that they cannot be triggered. I can trigger them perfectly in MainCharacter ABP, but can’t trigger them in enemy ABP. I have not used these two anim notifies in Main Character ABP, only in enemy ABP, but still, they are not triggering. Please help!
AnimNotify isn’t meant for the purpose that you are pursuing. They are meant for the animation sequence to trigger an event via a specified time frame. But it doesn’t mean it’s impossible.
You can utilize the custom events in this case which can be called in the character blueprint.
Can someone explain a little further about this? I’m having a similar issue. I have two animnotifies in my enemy attack montage, “StartAttack” and “EndAttack”. They’re supposed to guard against enemy attack spamming. But I can’t call these functions from my character OR from my ABP. With Quinn, I can easily call notifies from the ABP. I don’t understand why I can’t do this from my custom zombie ABP which uses Manny.
You can’t directly call the anim notify events. Only the anim with the notify in it can trigger the event. I’d have to doublecheck the source, but I presume it’s a private or protected function in the anim instance subsystem. If you want to get the results of logic you have behind the notify event in the anim bp, just play the anim. If you’re trying to stop attack spam, have the startattack notify event set an “is attacking” bool on the char (or its controller) to true and back to false on end.Then just check the bool before telling the char to attack.