beautiful I'm just wondering how to remove this sliding effect on the ground how to have a better feeling of the ground etc nice work I'm going to apply all this ;) tell me how you would be by what means connected the side step animations to the movement of the left right joy and back? I have animations for this I created the blendspace with multiple direction and value but I don't know how to connect it by the blueprint to the controller from the event graph of the animation I inserted my blendspace into a new one state the speed I linked it to my speed variable but I don't know how to catch up with the destination if you know how to help me friend
Thank you so much. The "cast to" aren't a performance issue in these use cases? Wouldn't Blueprint interface be a better choice? Or is there still a better solution?
Isn't better to do this via animation State Machine? There you can simply don't make transition from rolling on dancing to jumping or running, right? ' I'm thinking about real use case where this has sense. Probably when you really need to do something in the part of the animation.
From a real use case. Imagine if you want to throw a ball during the right place in an animation. You could break down the animation into 2 parts at that frame and do it that way but you might not want to break down your animation on that frame because it doesn't look right so you can use AnimNotify or AnimNotifyState to detach the ball from the actor at the correct frame.
beautiful I'm just wondering how to remove this sliding effect on the ground how to have a better feeling of the ground etc nice work I'm going to apply all this ;) tell me how you would be by what means connected the side step animations to the movement of the left right joy and back? I have animations for this I created the blendspace with multiple direction and value but I don't know how to connect it by the blueprint to the controller from the event graph of the animation I inserted my blendspace into a new one state the speed I linked it to my speed variable but I don't know how to catch up with the destination if you know how to help me friend
Too good videos from this channel. Thanks man.
Thank you so much. The "cast to" aren't a performance issue in these use cases? Wouldn't Blueprint interface be a better choice? Or is there still a better solution?
No, your character is pretty much always going to be in memory anyways
@@TimothyBell90 Thanks
Thank you! Great tutorial!
How would we go about making it so that we can only roll if we’re moving? I don’t want to be able to roll from standing still.
Great Video. Made so simple and fast Thank you! Is there also a way to cancel the animation during the animation so that you can move again?
I love your videos! I learn so much so fast. Thanks for all the content and keep them coming!
Thank you for watching!
Thank you very much
Isn't better to do this via animation State Machine? There you can simply don't make transition from rolling on dancing to jumping or running, right? '
I'm thinking about real use case where this has sense. Probably when you really need to do something in the part of the animation.
From a real use case. Imagine if you want to throw a ball during the right place in an animation. You could break down the animation into 2 parts at that frame and do it that way but you might not want to break down your animation on that frame because it doesn't look right so you can use AnimNotify or AnimNotifyState to detach the ball from the actor at the correct frame.
4:23 I don’t have those default functions. All I have is received notify, get notify name, and get default trigger weight threshold
Sounds like you created AnimNotify instead of AnimNotifyState
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