AnimNotifyState becomes NULL after restart and in package.

EntyDio
Fri, 20 Feb 2026 14:41:34 +0000
Character & Animation

(Using 5.4)

Behold, the two images. First is an animation montage that has the weapontrail, which I use for the VFX and the code to trace the weapon’s movement for an attack.

After restarting the editor, the notifystate turns into the unknown class notify you see in image 2. This also happens in a packaged game, because the same animation doesn’t have the functionality in a packaged game either.

Things I’ve tried so far:

Changing the duration of the NotifyState (no effect)

Changing filter settings of the NotifyState (no effect)

Remaking the AnimMontage, to be in a different file (no effect)

Moving the AnimMontage to a different folder (no effect)

I had a suspicion it has something to do with compression of the file, but I don’t know how to change this or even prove this theory.

Note that this doesn’t happen to every one of my AnimMontages, only some, but almost always the same AnimAsset when I try making a new montage. There doesn’t appear to be any rhyme or reason to it, and the randomness of it makes it difficult for me to determine the root of the issue.

– Update: I have now concluded that the issue only occurs on the most recently created assets. I imported a new animation, made a montage for it and gave it the ANS_WeaponTrail. Restarted the editor and lo and behold, the previous asset that kept errorring is no longer in error, and the new asset IS. Still no closer to figuring out the solution, but at least it’s progress.

If you’ve encountered this yourself and have wisdom to impart, your help would be greatly appreciated! Thank you for reading.

1 post - 1 participant