> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Animation notifies

> Synchronize Sci-Fi FPS Pack sounds, visibility, reload ammunition, and casings to exact animation frames.

export const intro_0 = "Use the supplied Gameplay Framework, ShooterCore, and VFX notifies when an event must occur at an authored frame in a character or weapon animation."

export const expectedResult_0 = "The Sci-Fi FPS Pack reload, sound, visibility, and casing events occur once at the intended animation frames without duplicating those events in the weapon Event Graph."

## Animation notifies

{intro_0}

Animation notifies synchronize a one-shot gameplay or presentation event with an authored animation frame.

| Asset                                                                                             | Parent                  | Purpose                                                                         |
| ------------------------------------------------------------------------------------------------- | ----------------------- | ------------------------------------------------------------------------------- |
| <code>/Game/KINEMATION/Common/Notifies/BP\_AnimNotify\_PlaySound</code>                           | <code>AnimNotify</code> | Plays the configured sound when the notify is reached.                          |
| <code>BP\_AnimNotify\_SetBoneVisibility</code>                                                    | <code>AnimNotify</code> | Changes the visibility state of a configured bone or mesh presentation element. |
| <code>/Game/KINEMATION/Common/ShooterCore/Blueprints/Notifies/BP\_AnimNotify\_ReloadWeapon</code> | <code>AnimNotify</code> | Invokes the reload-ammunition point in the weapon lifecycle.                    |
| <code>/Game/KINEMATION/Common/VFX/Casings/BP\_AnimNotify\_SpawnCasing</code>                      | <code>AnimNotify</code> | Emits a configured casing effect.                                               |

<code>BP\_AnimNotify\_PlaySound</code> implements <code>Received\_Notify(MeshComp, Animation, EventReference)</code> and <code>GetNotifyName</code>. Set its sound property in the animation timeline.

## Use a notify for reload timing

1. Open the reload Animation Sequence or Montage used by the weapon view.
2. Place <code>BP\_AnimNotify\_ReloadWeapon</code> where the magazine is seated or the ammunition should become available.
3. Keep <code>AC\_WeaponView\.OnReload</code> responsible for starting the reload animation.
4. Let the notify invoke the ammunition-transfer moment.
5. Test full, partially full, and empty reloads.

## Use a notify for sound and casing timing

1. Add <code>BP\_AnimNotify\_PlaySound</code> at the mechanical ejection frame and assign a project sound asset.
2. Add <code>BP\_AnimNotify\_SpawnCasing</code> at the same or intentionally offset frame.
3. Configure the casing settings and socket, then preview and test in play-in-editor.

<Warning>
  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.
</Warning>

<Check>
  {expectedResult_0}
</Check>
