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.
Where are they called?
When you type a name into those fields (e.g. OnAimTransitionEnd), Unreal will:
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Automatically generate an event in your Animation Blueprint → Event Graph
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You can find it by right-clicking → Add Event → Animation → Transition Events
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Or just search for the exact name you typed
These events are triggered by the state machine when:
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Start → transition begins
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End → transition fully finishes (this is what you want)
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Interrupt → transition gets interrupted
They are queued and executed by the AnimBP when transitions occur (Epic Developer Community Forums)
Important limitation (this is where people get confused)
These events:
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Only exist inside the AnimBP
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Do NOT automatically fire in your Character BP or elsewhere
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Are not “global gameplay events”
So if you want to use them outside → you must forward the event manually
How to actually use it (your use case)
You want:
“When transition to Aiming is complete → show overlay UI”
Step-by-step:
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In your transition (Idle → Aiming):
- Set Transition End = OnAimFinished
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In AnimBP → Event Graph:
- Add event:
OnAimFinished
- Add event:
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From that event, do one of these:
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Call an interface (recommended)
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Cast to your character and call a function
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Set a variable (e.g.
bIsFullyAiming = true)
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In your Character/UI:
- React to that signal → show overlay
Better / alternative approaches (often preferred)
Option 1 — Use State Events (cleaner)
Instead of transitions, select the Aiming state itself and use:
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On State Entered
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On State Fully Blended
These are often more reliable for “state reached” logic.
Option 2 — Use Anim Notifies (for animation timing)
If you care about exact animation timing:
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Add a Notify near the end of your aim animation
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Trigger UI from that
But note: notifies at the very end can be skipped due to blending (Epic Developer Community Forums)
Option 3 — Use a bool (most common pattern)
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Set
bIsAiming -
Transition based on it
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When
TimeRemaining < X→ treat as “finished”
Simple and very stable.
TL;DR
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Those fields create AnimBP-only events
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You access them in the Animation Blueprint Event Graph
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To use them elsewhere → forward the event manually
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For your case, Transition End or State Entered is the right trigger