#AnimNotifyState

Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-03-01

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.
#UnrealEngine #UE4 #UE5 #UE4Study #UE5Study #GameDev

Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-03-01

So fun fact: #AnimNotifyState does not actually contain any state. For all intents and purposes, it's like a class with new defaults per-instance of it. That is, you can't set any member variables at runtime. It's a read-only object. All you get are the events and the associated mesh/sequence passed as parameters to each event.
#UnrealEngine #UE4 #UE5 #UE4Study #UE5Study #GameDev

Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-03-01

My entire day was spent working around #AnimNotifyState not being what I thought it was. 🧵
#UnrealEngine #UE4 #UE5 #UE4Study #UE5Study #GameDev

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