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Anim Notify Manager

Module: Animation · Category: Notifies · Tool ID: AnimNotifyManager

Project-wide audit of every notify event on every AnimSequence and AnimMontage. Groups them by notify class so you can see which event types are actually in use, flags suspicious timings (notifies stuck at 0.0 or at the very last frame), and surfaces orphaned notify Blueprints that nothing references.

Screenshot 01 — Hero shot — Tool open after a project-wide scan, detail list showing notifies grouped by class, suspicious-timing rows highlighted.


  • Auditing the full notify roster of a character — confirming gameplay code’s expected events are actually fired
  • Cleaning up orphaned Notify Blueprints — find the ones zero animations reference
  • Debugging “notify never fires” reports — usually a misplaced notify at frame 0 or the very last frame
  • Standardization pass — confirming naming consistency across notify classes used by a team
  • Don’t use this to author notifies — placement happens in UE’s AnimSequence/AnimMontage editor
  • Don’t expect runtime data — this is asset-side analysis, not “what fired during play”

  1. Open the EQLabs Hub and search for Notify (or browse to Animation → Notifies)
  2. Click the tool card
  3. Click Scan to walk every animation asset in the project

SectionWhat it does
Scan buttonWalks every AnimSequence and AnimMontage, builds usage summary + detail list
Search boxFilter by notify name
Suspicious Only checkboxHide notifies with normal timing
Stats blockTotal notifies / total assets / unique notify classes / suspicious count
Detail listPer-notify row: asset name, notify name + class, trigger time, duration, state flag, timing warning
FlagMeaning
At Time 0.0Notify placed at the very first frame — often missed by playback if the montage starts blended
At EndNotify placed at or beyond the last frame — may not fire reliably depending on playback length

The internal scan also builds a usage roster keyed by notify class:

  • How many assets use each notify class
  • Which assets reference it (full list)
  • Whether it’s a Blueprint notify or a native C++ notify

Screenshot 02 — Suspicious-only filtered list — Detail list with "Suspicious Only" toggled, showing rows flagged at 0.0 and at end-of-clip.


Click Scan. The tool walks all assets and populates the detail list and usage summary. On large projects this takes 30 seconds to a couple minutes.

Toggle Suspicious Only. The remaining rows are the most likely sources of “my notify isn’t firing” bugs.

Type a notify name (full or partial) into the search box to narrow to a specific class.

Single-click pings the asset in the Content Browser. Double-click opens the AnimSequence/AnimMontage editor at the notify’s frame.


FieldWhat it doesDefault
SearchSubstring filter on notify nameempty
Suspicious OnlyHide non-suspicious rowsfalse

Settings are persisted to [Project]/Saved/EQLabs/Settings/AnimNotifyManager.json.


  • In-panel results — cleared on each rescan
  • No edits — read-only against the source assets

  • Notifies at the literal last frame are routinely missed — if the montage’s blend-out starts before the last frame, the notify never fires. Push these forward by a frame or two.
  • State notifies (begin/end pairs) need both halves — the tool counts them, doesn’t validate that they pair correctly.
  • Orphaned Notify Blueprints are common — when you delete an animation that was the only reference to a notify class, the Blueprint stays around. Clean them up after the audit.
  • Single-click pings; double-click opens the asset editor on the notify’s row.


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