eye-slashHide Main Mag (ANS_TFA_HideMainMag)

Hides the weapon’s main magazine mesh during a time window.

Asset path: /Game/InfimaGames/TacticalFPSAnimations/Common/Core/Animation/ANS_TFA_HideMainMag

ANS_TFA_HideMainMag is the notify state used when the weapon’s visible main magazine should disappear for part of a reload animation. It is usually paired with a hand-held magazine prop so the player sees the correct visual handoff instead of two overlapping magazines.


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Purpose


Typical pairing:

  • Hide the magazine still attached to the weapon

  • Spawn or attach a separate magazine prop to the hand


Owner Requirement


This notify state only works when the active animation is playing on a mesh owned by BP_TFA_BaseWeapon.


Notify State Blueprint Flow


This notify state is implemented through Received_NotifyBegin and Received_NotifyEnd, and it only works when the animation is playing on a mesh owned by BP_TFA_BaseWeapon.

Begin

  1. MeshComp.GetOwner()

  2. Cast to BP_TFA_BaseWeapon

  3. Call SetMagazineVisibility(bVisible = false, bIsReserve = false)

  4. Return false

End

  1. MeshComp.GetOwner()

  2. Cast to BP_TFA_BaseWeapon

  3. Call SetMagazineVisibility(bVisible = true, bIsReserve = false)

  4. Return false

If the cast fails, nothing happens.

Readable Blueprint Flow


Parameters and Behavior


This notify state has no exposed parameters. It always targets the main magazine, which means bIsReserve is always false.

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SetMagazineVisibility is socket-driven. It finds the components attached to the main magazine socket and toggles HiddenInGame, rather than searching for a component by name.

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The weapon already spawns its magazine actors on BeginPlay. Those actors are usually Base Magazine (BP_TFA_BaseMagazine) instances attached to CurrentConfig.SocketMagazineAttachment.


Placement Tips


  • Start the state a little before the magazine should visually leave the weapon

  • End the state after the replacement magazine is seated and should be visible again


Troubleshooting


  • Nothing happens

    • The montage is playing on a mesh that is not owned by BP_TFA_BaseWeapon

  • The wrong magazine hides

    • Confirm you used Hide Main Mag and not Show Reserve Mag



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