Hey guys! I’m trying to work out some ideas for how I can create a ledge grabbing system for my game. I’ve followed a tutorial for shimmying (I just created a word lol) left and right and everything within the code is working. (the traces appear and turn red and green as intended. However, after getting through the animations and placing them on the ABP for my custom character, the animations won’t play as I’m only sliding on the wall instead of firing the animations.
I went back through the code and tried to find any differences from the video and even tried other things that I learned from other tutorials and nothing is working. I originally thought it was a code issue, but after looking through and making minor changes, I realize it was just an animation issue.
I redid the code, the connections in the state machine and all of the branching points to see if it was something i missed but nothing. I was just wondering if anyone has any idea what it could possibly be.
I have a few screenshots here of the event graph and the state machine and if more are needed I can get them! I’m still trying to figure this all out but man im stumped right now!
side note: I also tried to implement a ladder animation to the state machine earlier today and that didn’t play as well. I’m positive sure it’s something in either the state machine or event graph but I’m not sure what.
Shimmy AND Can Shimmy → NOT TRUE → Can Enter Transition on the one going TO the animations, and the
Shimmy AND Can Shimmy → TRUE → Can Enter Transition on the one going BACK to hanging.
I’m pretty sure these need to be flipped. Remove the NOT on the ones that have it, and add a NOT to the ones that don’t.
I gave that a try, but sadly it still isn’t working. The character is still sliding along the wall. I just don’t understand what’s exactly the problem.
Did you know you can actively watch your character’s animation blueprint while playing the game for testing purposes?
Open the Anim_BP, and start the game. Eject from the window, and go back to the ABP, up in the top right there’s a << showing there are options, you can then click that to select an actor currently using the ABP. Then you can see the animations and their transitions as you play the game.
What I would look for is whether it’s transitioning from the wall hang to the shimmy, but transitioning BACK instantly in a flashing loop of activity, which means we would need to not look at how to transition TO the animation, but how to prevent it from transitioning back to the regular wall hang.
hey sorry for the late reply! I ended up redoing the code before i got a chance to see your code. Everything ended up working for the most part, but i’ll be sure to look at the actor options next time im having issues. Thank you for your help!