> ## 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.

# Spawn casing

> This page explains how to spawn casings during a weapon animation.

`BP_AnimNotify_SpawnCasing` spawns a Niagara casing effect at a mesh socket when the animation reaches the ejection frame.

## Add it to an animation

<ol><li>Open the Animation Sequence or Montage used by the relevant mesh.</li>
<li>Right-click a notify track at the desired frame and choose `BP_AnimNotify_SpawnCasing` from **Add Notify**.</li>
<li>Select the notify and configure its exposed settings in **Details**.</li>
<li>Preview the timing, then test the action in play with the owning actor present.</li></ol>

## Example: rifle bolt action

For a custom bolt-action rifle, place the notify on the item-side animation at the ejection frame. Select a compatible casing setup and test it with the rifle view. Keep ejection tied to the bolt animation rather than an arbitrary delay after firing.

## Settings

<table><thead><tr><th>Property</th><th>Use</th></tr></thead>
<tbody><tr><td>`Socket`</td><td>Ejection socket on the mesh playing this animation.</td></tr>
<tr><td>`ParticleSettings`</td><td>`BP_CasingParticleSettings` asset containing the Niagara system and casing parameters.</td></tr></tbody></table>

The notify checks the settings asset, gets the socket transform, and spawns the Niagara system. It then sets casing motion and appearance parameters. Keep the socket on the animated weapon mesh.

Use a notify when the casing must leave at a particular frame, such as a shotgun pump. Check the weapon's firing effects before adding another ejection event, so one action does not spawn two casings.

![BP\_AnimNotify\_SpawnCasing Received Notify graph](https://mintcdn.com/kinemation/SNGN1MO-2cou2Sl-/images/kinemation/unreal/BP_AnimNotify_SpawnCasing_Received_Notify_00000.png?fit=max\&auto=format\&n=SNGN1MO-2cou2Sl-\&q=85\&s=67eebdedcd6a77d69a93e24a0bb6bf3f)

BP\_AnimNotify\_SpawnCasing acts on the mesh playing the animation.


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