Saving Batch Changes to Anim Notifies in an Anim Sequence using Asset Action Blutility


I’m trying to write a blutility that lets me right-click a bunch of Anim Sequences and modify all the Anim Notfies so that ‘Trigger on Dedicated Server’ is set to ‘false’. This is what I’ve come up with so far, but when I run it, I see printed in the output log: “No new changes to save!”.

I’ve tried a few different approaches, but it’s always the same result. I’ve tried this in UE4 and UE5 as well–same result in both. If anyone has any ideas about what I’m doing wrong, I’d really appreciate your thoughts! Cheers! :pray: -jt

A struct is always (almost) copied out. So, yes, you make a new version of the struct, that has that value set, but then you just throw that away. You need to update the object that you got the struct from, to update its copy of the struct value.

This is an important difference between objects (light blue / cyan connectors) and structs (dark blue, as well as other colors for special types like Vector.)

Thank you for the quick reply! With your advice in mind, I’ve been trying to figure out how to “update” the struct value of the Anim Notify from the Anim Sequence. These are all the Actions taking an Anim Sequence Object Ref from the Notify Events section:

None of these seem to be what I’m after. Earlier today, I was messing around with “Set Editor Property”, but so far I haven’t been able to figure out the correct Property Name to use to get it to do what I want. (I’ve tried a few likely possibilities, but none have worked so far…) Is there a way to get a list of all the Property Names or a Class, I wonder?

If you (or anyone else) have got any other ideas or tips, my gratitude will be mighty indeed! :pray:

It may be that you need to remove it and add it again with the new properties:

Hi again, @jwatte. Thank you for the additional info. It does look like removing the notify and then re-adding it is maybe the only way to go. Sadly, this isn’t looking promising when it comes to Play Sound Notifies.

I can read and store all the relevant Notify data from an Animation Notify Event.

But then I run into more problems. The first problem is there doesn’t seem to be a way to selectively delete the Anim Notify Event that I’m trying to remake. I can remove notifies by Notify Name or by Track. All Play Sound Notfies use PlaySound as the Notify Name and so there’s no way for me to know I’m removing the correct notify before remaking it. I can’t do it by track either because we’re certainly using more than one PlaySound per track.

But that’s not the end of the troubles: Even if I could know for certain I’m removing the correct notify, when I place a new one, there isn’t a way for me to set the params on it without being caught in the original problem of not being able to update the struct data for the notify. :slight_smile:
Even then the troubles don’t end. The last problem is there isn’t way a way to “Set Sound” on the newly created PlaySound_AnimNotify. I’m able to Get Sound, but not Set it.

Sorry if I’m missing something obvious here. (I hope there’s a simple solution!) At this point it’s tempting to conclude this level of scripting of Play Sound Anim Notfies just isn’t supported. I’m running out of things to try. :expressionless:
It really seems like this should be possible, but so far no dice. :frowning:

I can’t find a better way to do it. Too bad those notifies all have the same name :frowning:

What I would do next, would be breaking out the C++ and write some blueprint library helpers to get and use identifiers for particular notifies…

Thanks again for all your help. :pray: Sadly, I don’t C++. But I can likely find someone to help. Cheers!