Skeletal animation to trigger event in actor instance

I have an actor containing a skeletal mesh with animations that are played depending of its state.

I would like the animation to trigger some event in the actor blueprint at specific keys (e.g.: fire a bullet just before the recoil)

The only way I found so far, beside polling values at each tick, is to broadcast the event to every instance of the blueprint class. I don’t want to do that.

I would have expected to be able to start a skeletal animation giving some parameters so I could pass the actor blueprint instance but I can’t seem to find how.

Thanks in advance.

Hey thanatiel
,
You can add anim notifies in the animation. The anim notify acts as a custom event node in animation blueprint. In the animation blueprint, you can get the actor you want and call something from that actor in there. You can see an example here of the notify and calling it in the animation bp. https://answers.unrealengine.com/questions/673246/animation-reset.htmlt

Thank you. And sorry for the late thumbs up, I’ve been away for a while.