Trigger C++ Function at End of Animation Montage/Sequence

I am setting an animation to be played using a bIsAttacking in an animation state machine, and I would like to trigger a C++ function after it has been played so that the bIsAttacking may be set to false and some other functions may be run.
What’s the best way to do this?

I tend to do that with a custom animation notify towards the end of the animation.

Hi ! :slight_smile:

I’ve done exactly what you need here. Go directly to the answer. You will find code sample as well as a screenshot from the animation editor

Good luck ! :slight_smile: