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
Feature | Anim Notify | Anim Notify State |
---|---|---|
Duration | Instant trigger | Has start, duration, and end |
Parameter Overrides | Static values only | Curve-based animation over time |
Lifecycle | Single Notify() call | NotifyBegin() , NotifyTick() , NotifyEnd() |
Use Cases | Impacts, explosions, one-shots | Trails, 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