I’ve purchased the Animation Starter Pack on the Market and I’ve added it to my project.
I’m trying to learn about input controls so I’ve made a third person game from scratch.
So far, I got my character to move forward, back, right, left, and jump.
Now my problem is that whenever I press Ctrl for Crouch, the camera is the one that is crouching and not my character.
Also to my jump, it does jump but it doesn’t execute the appropriate animation.
Here’s my code:
void AHero::SetupPlayerInputComponent(class UInputComponent* InputComponent)
InputComponent->BindAction("Jump", IE_Pressed, this, &AHero::Jump);
InputComponent->BindAction("Crouch", IE_Pressed, this, &AHero::DoCrouch);
InputComponent->BindAction("Crouch", IE_Released, this, &AHero::DoCrouch);
bIsCrouched ? UnCrouch() : Crouch();
I am sorry to hear about your problem.
In this situation, please make sure that your Animation Blueprint is implemented correctly. You can perform this check by debugging it. For this, please open your project in the Editor, go to the Content Browser, open your Animation Blueprint, click on Play and select the appropriate instance in Debug Filter:
Then, press Ctrl in your game and look at the Blueprint. Please make sure that the appropriate state transitions occur. If they do, check whether Animation Sequence (or Blendspace) is correctly set for the crouch state.
If transitions don’t happen, go to EventGraph and check whether corresponding values are set correctly.
Hope this helped!
I had a similar issue. Turned out that the animation blueprint was casting to the original name of the blueprint. Which was not what my actor was named, so the animations didn’t apply.
I’m still pretty noob to UE, so I’m not sure if there is a quick/easy way to change references, but so far this seems kind of lame if you want to apply the same animation blueprint to different characters.