Animation notifies
Animation notifies synchronize a one-shot gameplay or presentation event with an authored animation frame.
BP_AnimNotify_PlaySound implements Received_Notify(MeshComp, Animation, EventReference) and GetNotifyName. Set its sound property in the animation timeline.
Use a notify for reload timing
- Open the reload Animation Sequence or Montage used by the weapon view.
- Place
BP_AnimNotify_ReloadWeapon where the magazine is seated or the ammunition should become available.
- Keep
AC_WeaponView.OnReload responsible for starting the reload animation.
- Let the notify invoke the ammunition-transfer moment.
- Test full, partially full, and empty reloads.
Use a notify for sound and casing timing
- Add
BP_AnimNotify_PlaySound at the mechanical ejection frame and assign a project sound asset.
- Add
BP_AnimNotify_SpawnCasing at the same or intentionally offset frame.
- Configure the casing settings and socket, then preview and test in play-in-editor.
Use notifies for frame-specific events. Do not trigger the same sound, casing, or ammunition change from both a notify and a weapon Event Graph.