> ## 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.

# Reload weapon

> Use BP_AnimNotify_ReloadWeapon for frame-specific animation events.

export const Notify = ({notifyName, example, graphImage}) => <>
    <p>Starting a reload animation does not mean the weapon has new ammunition yet. Place <code>{notifyName}</code> at the insertion frame to tell the weapon when to update its ammo. The animation controls the timing, and the weapon controls how much ammunition is added.</p>

    <h2 id="add-it-to-an-animation">Add it to an animation</h2>

    <ol>
    <li><p>Open the Animation Sequence or Montage used by the relevant mesh.</p>
    </li>
    <li><p>Right-click a notify track at the desired frame and choose <code>{notifyName}</code> from <strong>Add Notify</strong>.</p>
    </li>
    <li><p>Place it at the frame where the magazine or shell is inserted. No additional notify settings are needed.</p>
    </li>
    <li><p>Preview the timing, then test the action in play with the owning actor present.</p>
    </li>
    </ol>

    {example}
    <h2 id="receiver-and-settings">Receiver and settings</h2>

    <p>This notify has no custom settings. It gets the owner of the mesh playing the animation and sends <code>OnReloadAmmo</code> through <code>BPI_Shooter_Ammo</code>.</p>

    <p>Place it on the weapon's animation when the weapon actor implements the ammunition interface. Putting it on a character animation will target the character instead.</p>

    <p>The weapon decides how much ammunition to add. The notify supplies the timing; it does not start the reload montage or define the magazine size.</p>

    {graphImage}
  </>;

export const Example = () => <><h2>Example in Sci-Fi FPS Pack</h2><p>A_W_Gepard_Reload uses this notify to update weapon ammunition. A_W_TP12_Reload_Loop also references it for shell insertion. Preserve the notify when replacing those animations. Test a partial reload, an empty reload, and an interrupted shell loop.</p></>;

<Notify notifyName="BP_AnimNotify_ReloadWeapon" example={<Example />} graphImage={<Frame caption="BP_AnimNotify_ReloadWeapon acts on the mesh playing the animation."><img src="https://mintcdn.com/kinemation/SNGN1MO-2cou2Sl-/images/kinemation/unreal/BP_AnimNotify_ReloadWeapon_Received_Notify_00000.png?fit=max&auto=format&n=SNGN1MO-2cou2Sl-&q=85&s=1e533be5f977b8486dfec3349654c700" alt="BP_AnimNotify_ReloadWeapon Received Notify graph" /></Frame>} />
