Since SkookumScript does not yet support
BlueprintImplementableEvents, in our opinion the best practice would be to create a custom notify and then call Sk functions from its Blueprint. In the future we are planning to allow SkookumScript to reflect its classes back to UE4 and override
BlueprintImplementableEvents with Sk implementations. This would then allow you to create your own custom AnimNotifies directly from SkookumScript.