Quick answer: Add the curve to the Skeleton’s Curve list with type Material. Author keys in the Anim Sequence. Read in BlueprintUpdateAnimation via GetCurveValue("name").

You add a Foot_L_Plant curve to an animation. Anim Blueprint reads GetCurveValue(“Foot_L_Plant”) and gets 0. Curve isn’t registered on the Skeleton.

The Symptom

GetCurveValue returns 0 even though the Anim Sequence has the curve keyed. Adding the curve to a different sequence behaves the same.

The Fix

Step 1: Register on Skeleton. Open the Skeleton asset. Curves panel. + Add Curve. Name: Foot_L_Plant. Type: Material (or Morph Target if it drives a morph).

Step 2: Author keys. Open the Anim Sequence. Curves panel. The newly registered curve appears. Add keys: 0 when foot in air, 1 when planted.

Step 3: Read in BP.

BlueprintUpdateAnimation:
  -> GetCurveValue("Foot_L_Plant") -> SET FootLPlantWeight

Variable now reflects the live curve value during the active animation.

Verifying

Play the animation in PIE. Print FootLPlantWeight; should change as the playhead crosses keyed regions.

“Register. Key. Read. Curve drives logic.”

Related Issues

For AnimNotifyState in BlendSpace, see notify in blend. For Anim BP state machine, see state machine.

Skeleton knows. Sequence has keys. BP reads.