Another peace of mind adjustment cause it was driving me insane. If you don't want the run animation to play while you standing still and you're holding the sprint button, one VERY easy fix in the AnimGraph in ABP_Character. Instead of just checking the bRunning_Value in the blend just after the Run Loop, drag out a get for both Running And Moving, then use a boolean AND node and feed that into the bool check value in the blend node. Now the run animation will only play if your holding spring AND moving! 👍
Hey if anyone is having the character do whacky things when looks down (character moves back in rapid speed) I spent a few hours debugging the cause. Followed everything step by step in the tutorial, the cause was not character collision or any blueprint logic or pivot/character setup. When setting up the array of weapons (one with cubes, one without cubes) make sure to set the collision of the one with cube OFF or else it will intersect with the ground (even when hidden) and cause velocity issues. Hope this helps someone if they're dealing with the same problems.
on the ray cast node, try to exclude it selfs, i mean, exclude all the weapon blueprints and look very well if one thing of a weapon blueprint has colliders, i had the same problem and i solved deleting the weapon colliders or any extra objects, or directly delete the extra blueprint that you dont need and exclude them from the array
Hey, to stop yourself from running backward in your player bp, go to the movement input and save the y value to a variable, hook that up in the exec pin and drag from the float value and where the y value "Forward" is going into the add movement input, put the new saved variable into the add movement input. now after the add movement input do a branch and get the New variable and check if it is less equal than 85 on true call stop sprinting. i have mine on toggle for both crouch and sprinting but it should work with hold to sprint
if you want to make it so you cant start sprinting backward from idle. on your start sprinting, before anything else do a branch, and check if the forward variable you created is greater than .8 and get velocity get vector length XY from that check if its greater equal to 2.5 do an and boolean and plug that into your branch
Another peace of mind adjustment cause it was driving me insane. If you don't want the run animation to play while you standing still and you're holding the sprint button, one VERY easy fix in the AnimGraph in ABP_Character. Instead of just checking the bRunning_Value in the blend just after the Run Loop, drag out a get for both Running And Moving, then use a boolean AND node and feed that into the bool check value in the blend node. Now the run animation will only play if your holding spring AND moving! 👍
Thanks bro! You really helped.
thank u bro)))
I wonder why these guys don't get millions of views
Hey if anyone is having the character do whacky things when looks down (character moves back in rapid speed) I spent a few hours debugging the cause. Followed everything step by step in the tutorial, the cause was not character collision or any blueprint logic or pivot/character setup. When setting up the array of weapons (one with cubes, one without cubes) make sure to set the collision of the one with cube OFF or else it will intersect with the ground (even when hidden) and cause velocity issues. Hope this helps someone if they're dealing with the same problems.
on the ray cast node, try to exclude it selfs, i mean, exclude all the weapon blueprints and look very well if one thing of a weapon blueprint has colliders, i had the same problem and i solved deleting the weapon colliders or any extra objects, or directly delete the extra blueprint that you dont need and exclude them from the array
The one issue I have, that FOV effects basically don't work.
get the camera component and search set field of view and get the fov value from the timeline and put it in field of view
the camera shakes are very annoying for the walking animation does anyone know how to turn them off
next videotape pls
What do you think about procedural animations?
nice
1 St Comment!
But I Want To request please also add pistol please i am begging
I second this
its the same process as he has already shown you just have a different grip on the weapon
@@drumandbassob0007 yeah but I'm talking about using it with the weapon equipment system. To be able to swap in game
thanks. Please make it that you can't run to the back like Michael jackson it looks so weird
Hey, to stop yourself from running backward in your player bp, go to the movement input and save the y value to a variable, hook that up in the exec pin and drag from the float value and where the y value "Forward" is going into the add movement input, put the new saved variable into the add movement input. now after the add movement input do a branch and get the New variable and check if it is less equal than 85 on true call stop sprinting. i have mine on toggle for both crouch and sprinting but it should work with hold to sprint
if you want to make it so you cant start sprinting backward from idle. on your start sprinting, before anything else do a branch, and check if the forward variable you created is greater than .8 and get velocity get vector length XY from that check if its greater equal to 2.5 do an and boolean and plug that into your branch
@@dustanschutte8724 i tried that not working
@@dustanschutte8724 also what do you mean by "the forward variable you created"?
@@wiam_9 you got a discord I could send the pictures of my character bp too? Would make it a whole lot easier than trying to explain it