Notify don't workout

This is code, where i use Notify

Notify:

h

DECLARE_MULTICAST_DELEGATE_OneParam(FOnNotify, USkeletalMeshComponent*) 
UCLASS() 
class MYPROJECT_API UReloadAnimNotify : public UAnimNotify 
{ 
GENERATED_BODY() 

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

     FOnNotify OnNotified; 
}; 

cpp

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

weapon comp:

h

bool IsReloadInProgress = false;
void InitAnim(); 

UFUNCTION() 
void OnReloadFinishing(USkeletalMeshComponent* MeshComp); 

bool CanFire() const; 
bool CanReload() const;

cpp:

bool UWeaponComponent::CanFire() const 
{ 
    return CurrentWeapon && !IsReloadInProgress; 
} 

bool UWeaponComponent::CanReload() const 
{ 
    return !IsReloadInProgress  && CurrentWeapon->CurrentAmmo.CountOfClips != 0 && CurrentWeapon->CanReoad(); 
}

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

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

void UWeaponComponent::OnReloadFinishing(USkeletalMeshComponent* MeshComp) 
{ 
ACharacter* Character = Cast<AMainCharacter>(GetOwner()); 
if (!Character) return; 

if (Character->GetMesh() != MeshComp) return; 

IsReloadInProgress = false; 
} 

    void UWeaponComponent::ChangeClip() 
{ 
    if (!CanReload()) return; 
    CurrentWeapon->ChangeClip(); 
    IsReloadInProgress = true; 

     PlayAnimMontage(CurrentReloadAnimation); 
}


void UWeaponComponent::Fire() 
{ 
    if (!CurrentWeapon && CurrentWeapon->CurrentAmmo.CountOfBullets == 0 &&  CanFire() == false ) return; 
   if (CanFire() == false) return; 

    CurrentWeapon->Fire(); 
 }

What i must to do?