I have a problemwith Notify. I wanna to play Animation without shooting.Like Player use Reload Animation and he can't shoot or play anather reload anim

this is code, where Notify is used.

Notify:
h

 #pragma once

 #include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "ClipingAnimNotify.generated.h"

DECLARE_MULTICAST_DELEGATE_OneParam(FOnNotifiedSignature, USkeletalMeshComponent*)

UCLASS()
class MYPROJECT_API UClipingAnimNotify : public UAnimNotify
{
    GENERATED_BODY()

public:
    virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;

    FOnNotifiedSignature OnNotified;

};

cpp

 #include "Animations/ClipingAnimNotify.h" 

 void UClipingAnimNotify::Notify(USkeletalMeshComponent* MeshComp,  UAnimSequenceBase* Animation)
{
    OnNotified.Broadcast(MeshComp);
    Super::Notify(MeshComp, Animation);
}

WeaponComponent:

h

 UPROPERTY(EditDefaultsOnly, Category = "Weapon")
	    UAnimMontage* CurrentReloadAnimation = nullptr;

cpp

 void UWeaponComponent::InitAnim()
{
    if (!CurrentReloadAnimation) return;

    const auto& NotifyEvents = CurrentReloadAnimation->Notifies;
    for (const FAnimNotifyEvent& NotifyEvent : NotifyEvents)
    {
	    if (auto ClipingFinishNotify = Cast<UClipingAnimNotify>(NotifyEvent.Notify))
	     {
		    ClipingFinishNotify->OnNotified.AddUObject(this, &UWeaponComponent::OnClipingFinished);
		    break;
	    }
    }
 }

 void UWeaponComponent::OnClipingFinished(USkeletalMeshComponent* MeshComp)
{
    ACharacter* Character = Cast<ACharacter>(GetOwner());
    if (!Character || MeshComp != Character->GetMesh()) return;
    IsClipingInProgress = false;
}

Duplicate :slight_smile:

I have a problem. Animation plays but it doesn't see a Notify.