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BP_AnimNotify_Survival_LaunchProjectile calls the equipped item’s OnThrowItem event. Use it to release a projectile when the character lets go of an arrow, spear, or flare. You can find the notify in Survival_FPS_Pack/Blueprints/Notifies.

Place the notify

  1. Open the character’s release animation. The spear example uses A_FP_Spear_Throw_Release, played by AM_FP_Spear_Throw_Release.
  2. Scrub to the frame where the hand releases the item.
  3. Right-click a Notifies track and add BP_AnimNotify_Survival_LaunchProjectile. It appears on the track as Launch Projectile.
  4. Save the animation and test the throw in Play mode.
A_FP_Spear_Throw_Release with Launch Projectile on the Notifies track

The spear release sequence places Launch Projectile on the character animation's Notifies track.

Place the notify on the character animation. Its mesh owner must be the character so it can find the equipped item. If you add the notify to a sequence used by a montage, keep a single release event for that playback.

What it runs

The notify’s Received_Notify function:
  1. Gets the owner of MeshComp, the mesh playing the animation.
  2. Calls GetEquippedItem through BPI_Gameplay_Character.
  3. Sends OnThrowItem to that item through BPI_Survival_Ranged.
  4. Returns true.
Launch Projectile Received Notify graph calling Get Owner, Get Equipped Item, and On Throw Item

The notify finds the character's equipped item and sends OnThrowItem to it.

The item creates and launches the projectile. The notify has no projectile class, speed, or gravity settings of its own.

Spear and bow examples

BP_Spear.OnThrowItem hides the held StaticItemMesh, spawns BP_Survival_Projectile_Spear at the item’s transform, and assigns the mesh selected by AC_Survival_RangedWeapon. It then calls the spawned actor’s LaunchProjectile function. BP_HX2.OnThrowItem spawns BP_Survival_Projectile_Arrow at ArrowProjectileSocket on ItemMesh. It assigns the selected arrow mesh and launches it along the socket’s right vector. These are values on the example items’ launch calls. Change them in your copied item Blueprint when you need different flight behavior. BP_Flare uses the same notify and ranged interface to release BP_Survival_Flare. See Tools for activation and held effects.

Check a replacement animation

Test that one release creates one projectile and that the held model disappears at the correct moment. If nothing launches, check the notify’s mesh owner, the equipped item, and its BPI_Survival_Ranged implementation. If two projectiles appear, check for duplicate notifies or an additional spawn call in the item. See Create an item to adapt the spear or bow setup.