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There are several types of Animation Notifies you can create, which are viewed when creating Notifies by right-clicking in the Notify track's timeline region.
The most basic kind of Animation Notify you can create is simply called a Notify, which causes different pre-made events to be triggered at a specified time. The following Notifies can be found when viewing the Add Notify… menu. Selecting one will create the Notify keyframe at your cursor position.
Notify keyframes can be edited by dragging them in the timeline. You can also hold Shift, which will move the Playhead in sync with the Notify, making it easier to align the Notify with a specific time in the animation.
Particle Effect Notifies are used to spawn and play non-looping particle systems. You can select either:
This Notify is useful for creating repeatable particle effects, such as an effect when a character lands from jumping, shooting effects for a Skeletal Mesh weapon, or other similar effects.
When selecting the Particle Notify keyframe, the following relevant properties are located in the Details panel:
Sound Notifies are used to play sound effects from imported Sound Waves, Sound Cues, and MetaSounds. These Notifies are useful for synchronizing foley-type sounds to animations, such as footsteps, cloth movements, and similar repeatable sounds.
When selecting the Sound Notify keyframe, the following relevant properties are located in the Details panel:
The sound asset to play for this Notify. You can select the following assets:
Clothing Simulation Notifies are used to pause, resume, and reset cloth simulations on a character. These Notifies are useful if you are teleporting the character during the animation and need to pause or reset cloth evaluation. They can also be useful if your animations are causing the cloth simulation to overreact.
You can select the following Notifies:
The Reset Dynamics Notify can be used to restore any AnimDynamics used on this Skeletal Mesh back to their original state. This Notify is useful if your animations are causing the AnimDynamic simulation to overreact or enter broken-looking states.
Skeleton Notifies are custom Notifies saved on the Skeleton Asset, and then used as events within your Animation Blueprint. These Notifies are useful for creating any arbitrary Blueprint logic you want a Notify to execute.
To create a Skeleton Notify, right-click on a Notify track, then select Add Notify > New Notify…
You will be prompted to enter a name for the newly created Notify. Name it and press Enter to create the Skeleton Notify.
Skeleton Notifies are stored on the Skeleton Asset. Therefore, when creating them, you are also editing the Skeleton, which requires you to save it.
You can also add currently-existing Skeleton Notifies to the timeline by right-clicking a Notify track, then selecting one from the Add Notify > Skeleton Notifies menu.
Skeleton Notifies are used as Notify Events within Animation Blueprints, either in the Event Graph or Transition Graph. To add a Skeleton Notify Event, right-click in the Event or Transition Graph of your Animation Blueprint and select the Notify from the Add Anim Notify Event menu. This adds the event node to the Graph which is executed when the Notify is called from the animation it resides in.
Notify States work similar to standard Notifies, however they operate over a duration, rather than a single event. Because of this, they provide three distinct events: a start, an update, and an end. These events can be accessed when creating Notify State child classes.
Also like standard Notifies, they provide several different pre-made classes to choose from. You can find the following notifies when viewing the Add Notify State… menu. Selecting one creates the Notify keyframes at your cursor position.
Notify State keyframes are edited similar to normal Notifies by dragging them in the timeline. You can either drag the start or end to edit the range, or drag the whole Notify.
Similar to Particle Effect Notifies, Timed Particle / Niagara Effects Notifies are used to play particles during an animation. The main difference is that you can also define the duration of the particle, if the particle is set to loop. You can select the following types of Particle Notifies:
Timed Particle Notifies share the same details with normal Particle Effect Notifies, however Advanced Timed Niagara Notifies contain the following additional properties:
An array where you can link Animation Curve values to Niagara User Parameters. You can add items to the array by clicking Add (+), then specify the following properties:
Trail Notifies are similar to Timed Particle Effects in that they spawn a particle system over the duration of the Notify. It differs because it is primarily used for AnimTrail Cascade Particles, and contains additional properties for controlling trail attachment and properties.
Selecting the Trail Notify reveals the following properties in the Details panel.
If Width Scale Curve is used, this defines the relative scale point of the trail's width. You can select the following options:
From Centre, which scales the trail relative to the center point between the two sockets.
From First Socket, which scales the trail relative to the location of the first Socket.
From Second Socket, which scales the trail relative to the location of the second Socket.
Sync Markers are Notifies used to inform marker-based animation syncing, which is useful for blending animations together and keeping overall motion synchronized. Similar to Skeleton Notifies, Sync Markers save to the Skeleton Asset, which requires you to save the Skeleton when adding them. You can then use the same Sync Markers repeatedly in any animation you want to synchronize while blending.
To learn more about using Sync Markers, refer to the Sync Groups page.
When creating Animation Montages, additional Animation Notify types are available to you to support montage-specific workflows. The following Notifies can be added in montages:
A Montage Notify operates similarly to standard Notifies in that it executes an event upon reaching the Notify keyframe. When reached, the On Notify Begin event is executed on the Play Montage Blueprint function. This requires playing the montage using the Play Montage node, instead of the Play Anim Montage node.
A Montage Notify Window operates similarly to Notify States, in that the Notify operates over a duration you define. This causes both On Notify Begin and On Notify End to execute when the start and end of the Notify are reached. This requires playing the montage using the Play Montage node, instead of the Play Anim Montage node.
A Disable Root Motion Notify operates similarly to Notify States, in that the Notify operates over a duration you define. This Notify suppresses root motion, allowing for user-input to control a character for its duration. This can be useful if you want to allow input control during parts of a montage, which locks out input by default.
As you create and use Animation Notifies, there are several features and properties that you can use to customize your workflow and Notify behavior.
You can view information and commands for your Notify keyframes by right-clicking on them. The context menu shows the following:
To assist with keyframe alignment, you can enable snapping options by right-clicking the top of the timeline and enabling either Frames or Notifies.
In addition to the properties that can be modified for each type of Notify, Notifies also contain the following common properties:
When using Montage Notifies, this property determines how the Notify is ticked and executed in regards to its accuracy and sequential ordering. You can select either:
When using Montage Notifies, this property defines the method to link a Notify to an animation. Linking will cause the Notify keyframes to follow the montage animation section if they are adjusted. You can select from:
The Animation Notifies panel can be used to manage your currently existing Skeleton Notifies. You can access it by right-clicking in the Notify timeline area and selecting Manage Notifies.
You can right-click on a Notify and perform the following actions:
If your project requires different Notify classes from those provided, you can create custom Notifies and Notify States with their own pre-defined Blueprint logic. This is a way for you to extend and create different Notify templates.
To create new Notify classes, navigate to the Content Browser and click Add (+) > Blueprint Class. Navigate in the All Classes section and select either AnimNotify, to create a child class of a Notify, or AnimNotifyState, to create a child class of a Notify State.
To start building unique functions for AnimNotify classes, click the Override function drop down menu in My Blueprint and select Received Notify. This opens the function graph where you can now script custom logic from the Received Notify entry node.
You can override and implement the following functions in either AnimNotify or AnimNotifyState classes:
Getting Started
Animation Notify Types