I’ve started doing the preliminary work for sprite animation and my plan at the moment is to have a AnimatedSpriteComponent that you can extend in blueprint to set up state machines in the Paper Flipbook way. But this will support Notifies that are setup individually on a SpriteAnimation Asset.
As I don’t know what animations you are going to play in advance, you will have to set the notify event up as a function in the blueprint with a named convention of something like Notify_MyNotifyName, and then if the current animation has this Notify the function will get called accordingly.
In a later release we will support the concept of a separate Animation Blueprint that has state machine support to setup your transitions. Here I will be able to walk the graph of what animations you are using and maybe have a better mechanism for setting up Notify Events in that blueprint.
Either way the bulk of this work will be making the SpriteAnimaiton editor that needs functionality similar to the Flipbook editor, but with a way to add Notifies to the timeline. Hopefully I can reuse some of the Persona ui for this.