AnimNotify in C++

Not much this time, but apparently this is not widely known. On your UAnimInstance subclass, a UFUNCTION named AnimNotify_YourNotifyName will automatically get called when that notify happens. These can in turn conveniently broadcast any delegates that you might want:

UCLASS()
class EXAMPLE_API UExampleAnimInstance : public UAnimInstance
{
    GENERATED_BODY()

public:
    UPROPERTY(BlueprintAssignable)
    FSomeDelegate OnFootstep;

protected:
    UFUNCTION()
    void AnimNotify_Footstep() const
    {
        OnFootstep.Broadcast();
    }
};

Updated: