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();
}
};