Animation Notifies
For the creation menu in the Editor Timeline and the Bone Group drag-and-drop connection procedure, see Manual: Animation Notify.
Baseline: OverAnim
0.1.0 Beta· Unreal Engine5.8
Headers:OverAnimation/Runtime/AnimNotify_OverAnimSignal.h,OverAnimation/Runtime/AnimNotify_OverAnimMotionPhaseMarker.h,OverAnimation/Runtime/AnimNotifyState_OverAnimActivationWindow.h,OverAnimation/Runtime/AnimNotifyState_OverAnimBoneGroupControl.h
OverAnim exposes four Notify classes in the Animation Timeline. A Notify is delivered only to the Owner's OverAnim runtime whose target asset matches. The internal instance manager and editor preview helpers are outside the supported API scope.
UAnimNotify_OverAnimSignal
| Item | Value |
|---|---|
| Unreal display name | OverAnim Signal |
| C++ class | UAnimNotify_OverAnimSignal |
| Execution | Submits one Signal at the frame where the Notify is placed. |
| Details UI name | C++ property | Default · range | Effect · visibility condition |
|---|---|---|---|
| Target Deformer Asset | TargetDeformerAsset |
None |
The UOverAnimMeshDeformer to which the Notify is delivered. No Signal can be sent when this is empty. |
| Signal Protocol | SignalProtocol |
AttackSwing |
Resolves a channel from FOverAnimSignalProtocolSettings into a Signal name. The name below is used only for Custom. |
| Signal Name | SignalName |
None |
Shown only when SignalProtocol == Custom. None produces no valid route. |
| Magnitude | Magnitude |
1, 0+ |
Magnitude of the generated Signal. |
| Direction Source | DirectionSource |
OwnerForward |
Generates a world-space direction from an Owner/world axis. See EOverAnimSignalDirectionSource. |
| Origin Socket Name | OriginSocketName |
None |
When the Socket exists, its position is used as the Signal origin. If absent or unresolved, falls back to the component/owner origin. |
| Source Region Name | SourceRegionName |
None |
Optional source region compared against the Rule's SourceRegionFilter. |
The Notify creates a Signal with Source = AnimNotify and Lifecycle = Pulse. No response is produced if any of the target asset, resolved Signal name, component/runtime, or route conditions are invalid.
UAnimNotify_OverAnimMotionPhaseMarker
| Item | Value |
|---|---|
| Unreal display name | OverAnim Motion Stage Marker |
| C++ class | UAnimNotify_OverAnimMotionPhaseMarker |
| Execution | Submits authored automatic-stage timing at the frame where the Notify is placed. |
| Details UI name | C++ property | Default · range | Effect · visibility condition |
|---|---|---|---|
| Target Deformer Asset | TargetDeformerAsset |
None |
The UOverAnimMeshDeformer to which the Marker is delivered. It is not applied when empty or different from the component's asset. |
| Source Region Name | SourceRegionName |
None |
Name of the Region to which authored timing applies. Uses GroupName, not the Bone Group GUID. |
| Stage | Stage |
Action |
The EOverAnimMotionPhase value to submit. |
| Stage Progress | StageProgress |
1.0, 0..1 |
Progress within the current Stage. 1 is used as an Action Peak marker. Use the Bone Group's Authored Stage Curve when continuous buildup is required. |
When the same Region has an Authored Stage Curve, the curve takes precedence over the Marker. A Marker can be created from the general Animation Editor's Add Notify menu, but the dedicated Timeline context menu in the current OverAnim Asset Editor has no separate Add Motion Stage Marker command.
UAnimNotifyState_OverAnimActivationWindow
| Item | Value |
|---|---|
| Unreal display name | OverAnim Activation Window |
| C++ class | UAnimNotifyState_OverAnimActivationWindow |
| Execution | Opens the Activation Channel in NotifyBegin and closes it in NotifyEnd. |
| Details UI name | C++ property | Default | Effect |
|---|---|---|---|
| Target Deformer Asset | TargetDeformerAsset |
None |
Asset to which the activation window applies. If empty, the corresponding runtime cannot be found. |
| Activation Channel | ActivationChannel |
None |
Channel compared against a Response Rule's ActivationPolicy = AnimNotifyState and RequiredNotifyName. None does not satisfy a name filter. |
This Notify State does not create a signal directly. Even while the activation window is open, the Rule's Signal name, module support, and response-timing conditions must match separately.
UAnimNotifyState_OverAnimBoneGroupControl
| Item | Value |
|---|---|
| Unreal display name | OverAnim Bone Group Control |
| C++ class | UAnimNotifyState_OverAnimBoneGroupControl |
| Execution | Controls the activation weight of specified Bone Groups during the Begin/Tick/End interval. |
| Details UI name | C++ property | Default · range | Effect |
|---|---|---|---|
| Target Deformer Asset | TargetDeformerAsset |
None |
Asset to control. |
| Bone Group Ids | BoneGroupIds |
empty array | Targets FOverAnimBoneGroupDesc::GroupId (FGuid), not GroupName. A missing GUID cannot become an activation target. |
| Fade In Time | FadeInTime |
0 s, 0+ |
Time for the activation weight to rise after Begin. |
| Fade Out Time | FadeOutTime |
0 s, 0+ |
Time for the activation weight to fall after End. |
Names and GUIDs are separate
Response Rules use a Bone Group's GroupName, while OverAnim Bone Group Control uses its GroupId. Renaming a Group does not change the Notify's ID target. If the ID is deleted and recreated, the Notify array must be updated.