AnimNotifyStates (Notify States) work much like the standard Notifies above. They have 3 distinct events: a start, the tick, and an end. They start straightforward, firing at the moment the Notify begins and ends, and the Event Graphs in them fire off when their time comes up in the animation. The tick fires off every animation update until the end event is hit. The major difference between normal Notifies and Notify States is that Notify States are self-contained Blueprints.
Creating Notify States (which are the same as Native Notify States but are custom Blueprints that you can provide any logic you need to occurring during an animation) is done the same as adding a regular Notify by Right-clicking in the Notify Track of an animation and selecting Add Notify State... then selecting your custom Notify.
An AnimNotifyState Blueprint Class called MyAnimNotifyState (above) was created so that we may select it as the Notify State to use in our animation. Once you have created your Anim Notify State Blueprint, you can open it and begin implementing the functions that determine how your Notify is used (below).
It is not necessary to implement every function, but at the bare minimum you should implement Received Notify Tick or both Received Notify Start and Received Notify End. If implementing just Received Notify Start or Received Notify End, you could simply use a standard Animation Notify.
The Notify Start Override.
The Notify End Override.
The Notify Tick Override.
Below is a description of how each pin type is used in the override functions:
This is the Skeletal Mesh Component of the Animation Sequence or Montage that is triggering this AnimNotifyState.
This is the specific Animation Sequence that is triggering this AnimNotifyState.
Frame Delta Time
Only in the Received Notify Tick function, this will give you the time since the last animation update.
There is currently no way to retrieve the length of the AnimNotifyState within a Blueprint.