# AnimNotifyPlay problem

**URL:** <https://qa.fmod.com/t/animnotifyplay-problem/18208>\
**Category:** Unreal Engine\
**Tags:** ue4, cpp\
**Created:** [January 11, 2022, 3:15pm UTC](https://qa.fmod.com/t/animnotifyplay-problem/18208 "2022-01-11T15:15:45Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![naxer](https://avatars.discourse-cdn.com/v4/letter/n/ee7513/32.png) [@naxer](https://qa.fmod.com/u/naxer)\
**Post date:** [January 11, 2022, 3:15pm UTC](https://qa.fmod.com/t/animnotifyplay-problem/18208/1 "2022-01-11T15:15:45Z")

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I have UFMODAnimNotifyPlay in my montages and for some reson the event stop playing when i attach the event via “AttachName”.

Seems like this is the issue on the new version of the engine/Integration (4.27 / 2.02.05) . When i test the created event with “IsPlaying()” function, it returns true. So i tried to draw the world location to see if the event is not misplaced somewhere, that is not the case however.

I will have to detach all events since i have no fix for this. Any help/tips would be appreciated.

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**Author:** ![naxer](https://avatars.discourse-cdn.com/v4/letter/n/ee7513/32.png) [@naxer](https://qa.fmod.com/u/naxer)\
**Post date:** [January 12, 2022, 6:58pm UTC](https://qa.fmod.com/t/animnotifyplay-problem/18208/2 "2022-01-12T18:58:09Z")

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Actually, we found it, there was problem with the mixing. False alarm, sorry.
