Edit: I have updated this question with an example of the logic I’m using within a state machine and have had no luck, I have been attempting to create a perfect crouch to crouch walk template for about 2 weeks now and have been unsuccessful. I have attached a new image with an example of the logic I am using currently within the state machine, and have used both float point types just in case - still no luck. The camera shifts into crouch position, and my character is left in standing idle position. None of the animations fire off.
My previous attempt :
Right now, and particularly for this - I simply want my character to enter a crouch state, and then crouch/walk forward (left right ect) when I attempt to move while crouched. Right now I do enter my crouch idle state without issues (when using the montage setup) but as I’ve looked, I cant find out how to successfully break the idle position… and currently, as I am using a montage - my character while not moving - proceeds to enter crouch walk forward.
So I essentially need to figure out how to partition the idle sequence when my character is not moving. Have my character initiate the crouch walk sequence when moving. And then successfully exit both animation sequences when I let go of the crouch button.
I’ve been working on a best standard/methods approach to this for about the last week, most references are outdated and do not reflect UE4 currently - I also looked all over for video reference and did a search specific 10 page query here too, before I decided to ask about this - I hope to be able to use what I learn here, to draw a weapon, and enter a weapon crouched state… and fire it while standing crouching ect/ and hopefully segway this technique towards the use of far more animations and a robust cover system.
Also, I did originally have a crouch/uncrouch node based blueprint setup (The above worded example is the culmination of about 50 different attempts at a solid crouch to crouch walk layout) and I am simply unsure of how to incorporate that logic when using an animation montage.
I have in fact, after many attempts, had crouch transition back to idle/walk/run - just not in this most current attempt and I have not in fact had it working without major issues (like abruptly ending my crouch animation while the key is still held, or no working crouch idle when stopped as the crouch walk animation keeps playing).
In the picture below you can see that I’ve reverted the blueprint crouch state back to a single connection (crouch input to animation montage) in the second image, I’ve reverted it to this basic setup as I am sure there is simple blueprint logic I need to add to make this solution work.
I would really like to know the easiest most clear and concise solid/uptodate method to accomplish an Idle to crouch transition, transition to crouch walk forward and then transition back to my idle/walk/run locomotion solution.
Just now I tried inserting a ‘Stop Animation Montage’ variable below what you can see pictured in my example, however there are still thing’s this does not account for as it does not separate crouch idle and move states.
Any Help would be appreciated
Thank you!
You may find my latest blueprint/montage setup below for better interpretation.