I’m trying to create a combo system with animation montages and notifs.
I can get the character to attack fine but the montage plays in full instead of the notifys triggering if you don’t click to continue the combo and I don’t understand why they’re not triggering.
I have things set up differently than usual because I’m making something a bit unusual.
This is the attack function, it fires once when not attacking as expected only the animation plays in full regardless of if you clicked again or not, I presume because the notify handler isn’t engaging:
When I’ve had to deal with this, the only solution I found when using C++ is to create your custom Notify State class and override the notify functions.
I’d still like to know why it wasn’t working before and if there was something I could do but I probably was going to want to utilize custom notifys in the future anyway.
Are there any traps or inefficiencies in this that I should look out for? Or possibly a better way to go about or write this than what I’ve got here in your opinion? If you don’t mind of course, I appreciate the assistance you’ve already provided nonetheless.
To clarify, it’s very common to make your own custom NotifyState classes and subclasses, nothing to be worried about doing that.
About why it doesn’t work with default Notifies… I’m not really sure. Probably default Notifies created for Blueprint work differently and need to be accessed in a different way or through a different class, I can’t really give you a better or an accurate explanation.