Quick answer: Place the notify on the played animation and section, ensure playback reaches its time, and confirm the anim blueprint or montage actually plays through it.
An anim notify not firing is usually playback not reaching it. Here is how to fix it.
How to fix it
1. Place it on the played animation
The notify must be on the animation (or montage section) that actually plays. A notify on a section that is skipped, or a different clip, never fires. Confirm it is on the played asset.
2. Ensure playback reaches it
If the montage is interrupted, blended out, or jumps sections before the notify's time, it does not fire. Make sure playback actually reaches the notify's position in the clip.
3. Check the anim instance
Notifies fire from the anim instance evaluating the animation. If the mesh is not visible and tick is optimized out, or the anim blueprint is not driving the clip, notifies can be skipped. Confirm the animation is being evaluated.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.