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Use AnimNotify to Create Event in Ability

You can also embed an AnimNotify in something like Animation Montage, and read it in Ability, let's say when you want to apply some damage, while the animation is actually punch the target, not at the beginning of the animation.

We've already create a custom AnimNotify with GameplayTags that you can used for ability. You can find it on Content/AgateGAS/Blueprint/Animation/AN_AGASGameplayEvent.

  • You have to create or provide a montage to be used, you can find it on AgateGASExample if you don't have any, but AnimNotify is already embeded there. I recommend you to use a new one to understand the process.
  • Right click on the Notifies part, and add AN_AGASGameplayEvent there (to the specific time, where the damage is applied).
    image.png
  • Then add a GameplayTag there as its identifier, let's add AnimEvent.ExecDamage.

    image.png

  • Okay let's back to the GA_AttackSelf and we will also play the montage there. Let's modify its blueprint.

    image.pngimage.png

    Use PlayMontageAndWaitForEvent there, this function is used to play a montage and get some notify that embeded in the montage.
    Let's just make a simple config, assign the montage to play with the montage, for me that is AM_Attack (you better use some variable then connect to this link).
    You can add the event tags at the input or read it later if you have much AnimNotify tags, I've choosed to read it later to make it clear, when it is AnimEvent.ExecDamage, then apply the Effect Container.
  • Just play and let's see when you got the burn effect. You should not get it on the beginning again.