So yeah, the name is misleading. To add insult to injury you can't spawn actors via #AnimNotifyState. If you need anything stateful you pretty much have only one option: Add a custom component to the mesh owner actor with some way of identifying it. You can do a lot more from there. I ended up storing the AnimNotifyState self reference in a member variable of the component and exposed that member on spawn to ensure it's always available before BeginPlay is called. That way I could get any stateful data by iterating on components by class, and using the AnimNotifyState reference as a filter. Yuck.
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