UAnimNotifyState not called on simulated proxies

Hello, I am quite new to networking, and there’s something i don’t understand about anim notify states.
I am using those to drive some some effects to start and stop during an animation.
The effects are not sensitive to gameplay so are fine to be simulated locally, without any kind of replication.

This works all fine for the local player but for simulated proxies, even though the animation montage plays correctly, the anim notify state is never called. Are anim notify states just not ticked for simulated proxies?
I was wondering if this is something expected, or am i missing some sort of a tickbox somewhere?

If it is expected, how does one achieve something like animation driven effects that should be simulated just locally?

Many thanks for any help

Use a Montage Notify.

New Montage Notify will be named None by default.

Select the notify and edit the properties in the details panel.

Use a Switch on Name to execute custom logic for the notify.

I prefer using a function to keep the graph clean.

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