See repro steps in this thread: https://udn.unrealengine.com/questions/446124/if-curve-in-animation-created-by-anim-modifier-the.html
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- Create and open a blueprint third person template project
- Create a new Animation Modifier (Blueprint Class > Animation Modifier)
- Create the anim modifier blueprint seen [Link Removed] (on revert is not needed) or in the attached image
- Compile and save the bp
- Open ThirdPersonIdle
- Open the Animation Data Modifiers window
- Click Add Modifier > Select your Animation Data Modifier
- Right click the modifier > Apply modifier
- Save the animation
- Click the Blueprint button at the top of the animation
- Pull the execution pin of Event Blueprint Update Animation and add a print string node
- Add a Get Curve Value node to the graph, set the CurveName to the name of your curve created in step 3
- Connect the GetCurveValue's return value to the In String on the print string
- Compile and save the anim bp
- PIE
Result: 0s are printed on the string instead of the values created by the curve