Inside of animation blueprint transition details, where are these events called too/how can I use them to call an event?

I want to call an event when my player characters transition from idle to aiming (or walking to aiming) is completed so that I can add an overlay image to give additional details for aimed attacks. I see that there are three spaces where I can create event names but am having trouble figuring out how to access/call these from anywhere. Does anyone know how to do this, or a better way to initiate events on completion of an animation blueprint transition?

When you enter txt in the notify event field, it will let you create an anim notify event in the event graph. Like so:

Added a notification start transition called jumpify

Then in event graph I can add matching event

Only played a sound to test it, but other logic can run there.

I didnt get a chance to look at this this weekend but will give it a try tomorrow. Thank you!

Those Transition Start / End / Interrupt fields are not global Blueprint events you can call from anywhere — they are AnimBP transition events that fire inside the Animation Blueprint’s Event Graph.

:small_blue_diamond: Where are they called?

When you type a name into those fields (e.g. OnAimTransitionEnd), Unreal will:

  • Automatically generate an event in your Animation Blueprint → Event Graph

  • You can find it by right-clicking → Add Event → Animation → Transition Events

  • Or just search for the exact name you typed

These events are triggered by the state machine when:

  • Start → transition begins

  • End → transition fully finishes (this is what you want)

  • Interrupt → transition gets interrupted

They are queued and executed by the AnimBP when transitions occur (Epic Developer Community Forums)


:small_blue_diamond: Important limitation (this is where people get confused)

These events:

  • Only exist inside the AnimBP

  • Do NOT automatically fire in your Character BP or elsewhere

  • Are not “global gameplay events”

So if you want to use them outside → you must forward the event manually


:small_blue_diamond: How to actually use it (your use case)

You want:
:right_arrow: “When transition to Aiming is complete → show overlay UI”

Step-by-step:

  1. In your transition (Idle → Aiming):

    • Set Transition End = OnAimFinished
  2. In AnimBP → Event Graph:

    • Add event: OnAimFinished
  3. From that event, do one of these:

    • Call an interface (recommended)

    • Cast to your character and call a function

    • Set a variable (e.g. bIsFullyAiming = true)

  4. In your Character/UI:

    • React to that signal → show overlay

:small_blue_diamond: Better / alternative approaches (often preferred)

:white_check_mark: Option 1 — Use State Events (cleaner)

Instead of transitions, select the Aiming state itself and use:

  • On State Entered

  • On State Fully Blended

These are often more reliable for “state reached” logic.


:white_check_mark: Option 2 — Use Anim Notifies (for animation timing)

If you care about exact animation timing:

  • Add a Notify near the end of your aim animation

  • Trigger UI from that

:warning: But note: notifies at the very end can be skipped due to blending (Epic Developer Community Forums)


:white_check_mark: Option 3 — Use a bool (most common pattern)

  • Set bIsAiming

  • Transition based on it

  • When TimeRemaining < X → treat as “finished”

Simple and very stable.


:small_blue_diamond: TL;DR

  • Those fields create AnimBP-only events

  • You access them in the Animation Blueprint Event Graph

  • To use them elsewhere → forward the event manually

  • For your case, Transition End or State Entered is the right trigger