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DNA Anim Notify State

DNA - Anim Notify State (Dynamic Niagara for Animation)

The DNA - Anim Notify State spawns Niagara particle systems with duration-based control and curve-driven parameter animation. Unlike the standard Anim Notify, Notify States have a duration and can modify effect parameters over time using curves.

Key Differences from Anim Notify

FeatureAnim NotifyAnim Notify State
DurationInstant triggerHas start, duration, and end
Parameter OverridesStatic values onlyCurve-based animation over time
LifecycleSingle Notify() callNotifyBegin(), NotifyTick(), NotifyEnd()
Use CasesImpacts, explosions, one-shotsTrails, auras, sustained effects

Configuration System

The configuration system works identically to Anim Notify - see Configuration Modes and Data Assets for details.

Context-Aware Parameters

When using Data Asset or Hybrid modes, the system automatically shows the correct parameter types:

  • Anim State Overrides: Curve-based parameters (for Notify States)
  • Base Parameter Overrides: Hidden (these are for regular Anim Notifies)

Curve-Based Parameter System

Base Values vs Curves

Every curve override has both base values and optional curves:

Base Values: Used when curves are disabled OR as scale/multiplier when curves are enabled Curves: Define how values change over time (0.0 = start, 1.0 = end)

Curve Sources

Choose between embedded curves or external assets:

Runtime Curve

  • Curves embedded directly in the notify/data asset
  • Quick to set up and modify
  • Good for unique, one-off animations

Curve Asset

  • References external UCurveFloat assets
  • Reusable across multiple effects
  • Better for complex or shared curve patterns
  • Version control friendly
Create UCurveFloat asset: "FadeInOut_Curve"

- 0.0s: 0.0 (invisible)
- 0.1s: 1.0 (full opacity)
- 0.9s: 1.0 (sustain)
- 1.0s: 0.0 (fade out)

Use across multiple effects:

- Magic aura fade
- Weapon glow transition
- UI element animation

Time Modes

Notify Duration (0-1)

  • Curves are normalized to the notify state duration
  • 0.0 = notify starts, 1.0 = notify ends
  • Automatically adapts to different animation speeds

Real Time (seconds)

  • Curves use absolute time values in seconds
  • Independent of notify duration
  • Useful for precise timing requirements

Multi-Component Parameters

Vector and Color parameters support individual component curves:

Vector Parameters

  • Vector X Curve: Controls X component
  • Vector Y Curve: Controls Y component
  • Vector Z Curve: Controls Z component
  • Base Vector Value: Applied as multiplier to all components

Color Parameters

  • Color R/G/B/A Curves: Individual channel control
  • Base Color Value: Applied as multiplier
Parameter: "Particle_Color"
Base Color: White (1,1,1,1)
Use Color Curves: ✓ Enabled

Color R Curve: 1.0 → 0.0 → 1.0 (Red pulse)
Color G Curve: 0.0 → 1.0 → 0.0 (Green peak at middle)
Color B Curve: 0.5 → 0.5 → 1.0 (Blue ramp up)
Color A Curve: Constant 1.0 (Always opaque)

Result: Red → Yellow → Green → Cyan → Blue transition

Gameplay Tag Overrides

Works identically to Anim Notify but applies throughout the notify state duration:

For Anim Notify States, use:

  • Anim State Overrides: Curve-based parameter modifications
  • Priority: Higher priority wins, useful with Hybrid configuration or when multiple Gameplay Tags can override the same parameter

DO NOT use Base Parameter Override in Anim Notify State, those are only for Anim Notify


Attachment Settings

Identical to Anim Notify - see the Anim Notify documentation for details on:


Lifecycle Management

Auto Destruction

  • Auto Destroy: Whether the Niagara component destroys itself when particles finish naturally

💡 Tip: Keep enabled for most effects. Disable only for effects requiring manual control.

Cleanup Modes

Advanced control over how effects end when the notify state completes:

None - Continue Playing

Effect continues running independently after notify ends.

When to use:

  • Persistent effects that should outlast the animation
  • Effects with their own natural lifetime management

Immediate - Destroy Instantly

Effect vanishes immediately when notify ends.

When to use:

  • Memory-critical situations
  • Effects that must disappear instantly (teleportation, phase transitions)

Deactivate - Let Particles Finish

Stops spawning new particles but existing ones complete naturally.

When to use:

  • Most gameplay effects (recommended default)
  • Effects where natural fade-out looks best

Deactivate With Timeout

Stops spawning with forced cleanup after maximum wait time.

When to use:

  • Effects with very long particle lifetimes
  • When you need guaranteed cleanup timing
  • Balancing visual quality with performance

Gameplay Integration

Listener Registration

  • Register with Listener: Automatically integrates with UDNAListenerComponent

Necessary to use the Gameplay Tag Overrides


Preview System

Editor Preview

Test animations without entering play mode:

  • Enable Tag Preview: Simulate gameplay tags in animation editor
  • Preview Gameplay Tags: Tags to test contextual overrides