On Notify Begin only triggers once per montage track in Gameplay Ability

I’m trying to make a gameplay ability that plays a 4 punch combo animation. I did this previously in the character blueprint and it worked fine with all the montage notifies triggering properly. I moved the logic to a Gameplay Ability blueprint and pretty much copy and pasted the logic in there. The ability is called normally and the animation is played as it should be, I’ve also made sure that the mouse input used to start the ability is only used to start the ability and nothing else.

There are a few problems to note since the migration to the ability blueprint:

  1. Only the first montage notify from each track in the anim montage is triggered when starting the ability each time.
  2. The On Complete event is never triggered.
  3. The ability can be spammed (can be continuosly started before it has completed)

EDIT 2: Here are some screenshots of the relevant parts of the project…

The ability blueprint:

The anim montage:

The gameplay debug print with ability BP logic:

Just to confirm, when I hooked it back up in the character blueprint it works fine…

The character BP:

The gameplay debug print out with character BP logic:

What could be causing this?
Please let me know if any more information is needed, and thanks in advance for your help! :slight_smile:

EDIT: I ofrgot to mention, the gameplay ability blueprint where the anim montage is started, “BP_BaseAttack”, has a c++ parent class, and the ability that is being called by the player is called “BP_HitAttack” has it’s parent class set as BP_BaseAttack. I tried to place CommitAbility in both BP_BaseAttack and BP_HitAttack, but both display the same behaviour.