Blend Space 2D issues, cannot differentiate X axis anims from the Y axis when testing

I watched the 3rd person tutorials provided by Unreal, great series, however there is a vast number of ways that animations, blendspaces and gamestates can be used, and I’m pretty stumped on how to achieve this to be honest. I am attempting to create a blendspace where my character idles (works), and when using the WASD controls switches between the walking forward/backward and strafe left/right according to their respective inputs.

When I attempt to modify the original event graph to those ends, I assume I would have to account for the added float variable of “Strafe” (Sideways), which I have created within the blendspace and have to be able to set it in the event graph. This ultimately ends in my character blending all of the animations together at the same time upon any movement.

It seems like I have all of the other graphs and the blendspace correct, however the event graph must either contain an error I’ve made or simply that I don’t know what I’m doing yet and I’m completely missing some step.

Any ideas are welcome, thanks.

I suggest that you use Content Example from Marketplace, study it’s animation blueprint and how things are passing around.
In it there are Blueprint example for animation, from very simple ones, to pretty complicated ones.(I think one of the Owen example are actually better than the one used in 3rd person templates)

So start small, blend only between 2 animations, get it to work.
If anything, post what’s not working then is better.

Btw, you can use PrintScreen key on your keyboard to do a screen cap, paste into Paint(comes with any windows) or import clipboard with Xnview(free to download).

I got it! You rock Penguin!

I downloaded a few examples without much success before trying the shooter level, which had a very complex event graph for the animation sequences. I was able to use some of the information for my graph and it worked without pulling my hair out. :slight_smile:

Thanks for the tips.