"Is triggered by mirrored Animation" Function not working

Hello
I have two linked Animation Blueprints running in my Main Anim Blueprint. One is handling the Left hand and one the right hand. The only real differences is the the right hand is using a mirror Data Table to mirror all the Animations. I do it that way so i only have to make for example one punching animation and then can just mirror it for the right hand.

The Problem arises when i have a Custom Notify. Inside the Notify i have to determine if the Notify came from the left hand or Right hand. My Plan was to simply use the Event Reference to check if it came from a mirrored Animation or not. But no matter the hand it always returns false. I also have tried other ways of identifying like the State or Sate machine but they don’t seem to read the data of the Linked Anim Layers

https://imgur.com/a/Eb9ndSj

Does anyone have an idea how to fix this or any other way of gauging from WHICH Animation Instance the notify was triggered

You can try by changing the name of the mirrored animation in the data mirror table.
Like this:

Then you can get the name of the mirrored animation and if it contains Right it’s mirrored if not it’s the original.

I hope I was helpful and let me know if you solved your problem :slight_smile:

Hmm Where exactly would i get the name to compare? In the Custom Notify i can only overwrite the get function. And im not sure where it is being used. Or where i could us it

Ok i get that part now. What i am still unsure about is what i have to write into the Mirror Data Table

Right now no matter which side i get just the name of the Animation returned

I didn’t understand what you were doing but now I think I get it so I’ve recreated every thing:
-I’ve created an animation that lift the left arm up and a mirror data table.
-then I made this code in the player to play the montage of the animation:

-I added a cast to get the player variable “UseRightHand” in the Animation BluePrint of the character:


-I added the mirror node to the animations:

-And I created a notify that gets from the player the “UseRightHand” variable and print wich and is using:


And I added it to the montage:

Here the result:
When I press “L” the character lifts the left hand:

When I press “R” the character lifts the right hand:

Hope now It’s clear, I’m sorry for my old answer I thought you were doing something different :slight_smile: