Today we're taking a look at a very powerful tool that helps bridge the gap between animation and gameplay logic. Animation Notifiers, (known as "Anim Notify's") can fire events at specified points in your animations. They can be used for footstep sound effects, spawning particles when you walk, playing sound effects at specific points in your attack animations and making your weapons deal damage only at specific points in attack animations, among millions of other uses!
Whilst I use Casting to a known class for the sake of a quick tutorial, I would suggest using a Blueprint Interface as it means you can have many different different classes use the same Anim Notify but process them differently. If you're unsure on how to implement BPI's, I highly recommend Mathew Wadstein's video: [ Ссылка ]
If you have any questions, feel free to ask in our Discord below!
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
Animation Notifiers | Adv. Anim Application [UE4]
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