Hello! I am using motion matching for my character locomotion animations with anim notifies to play footstep audio. I have placed anim notifies in my forward looping sprint animation sequence. They seem to reliably fire when playing the sequence. However, while actually testing the game, sometimes notifies don’t fire and are missing from the rewind debugger. It’s not always the same notify that’s missing and the frequency of the missing notifies are not consistent.
I’ve added images of one notify I caught missing. The foot is clearly down on the ground but there is no notify on the rewind debugger. The rewind debugger says we are playing the M_Neutral_Sprint_Loop_F animation and the pose search data shows we are at the timestamp .97. If we check that timestamp in my animation sequence we see there is clearly a notify there.
This also doesn’t appear to be a moment where any matching or looping is happening. The time stamps before and after this moment in the pose search data are in order. I can also see another moment earlier in the run where a notify is correctly present at the exact same time stamp in the exact same animation. A notify working or not working on any given step appears to be completely arbitrary.
Thank you!
Hi, my first thought with this is that something is filtering out the notify that you expect. There could be a number of things responsible for that.
The first thing to check is whether you are setting a trigger weight threshold on this notify type. The default behaviour is that the notifies will only be filtered out when the weight is less than 0.00001, but this value can be overridden if you’ve implemented the GetDefaultTriggerWeightThreshold function on your notify.
The next thing is whether the Should Filter Notifies property is set on your motion matching node within your anim graph. If it is, we filter out duplicate notifies on the same frame, or duplicate notifies that have been fired within the amount of time set by the Notify Recency Time Out property.
Lastly, did you duplicate your blueprint setup from the Gameplay Animation Sample? We have some other functionality there that can filter out notifies, so if you’ve copied that setup, that could also be the cause.
Thank you so much for responding! The issue was definitely the Should Filter Notifies property on the motion matching node :). The notifies appear to be firing correctly now. Thank you again for taking the time to respond! I really appreciate it 
Great, good to hear that’s resolved the issue. Just be careful if you turn off that property, as you may end up with duplicate notifies, in which case I’d recommend using the Notify Recency Time Out property to limit when the filtering happens.