I am very new to Unreal and was looking for some help on controller inputs and anim montages assigned to different input combinations. (Im trying to make a Souls Like game.)
So far I have a backstep working when I click only B-Button and a roll when i am clicking both B and the Left Thumbstick 2D-Axis. The issue is that the Thumbstick is only activating once, when I try to turn or change the angle of the Thumbstick Axis and press B again to roll it decides to backstep rather then rolling in the direction of the Thumbstick.
I would like to also add the roll as a Double Click of the B-Button, again similar to a Souls like roll/run/backstep all in one button.
I tried adding a photo of the Blueprint code below so I hope that helps.
This still seems to be backsteping at the wrong times. Changing the angle of the Thumbstick Axis and press B again to roll is still doing a backstep rather then rolling.
Sorry but again im very new to all of this so I appreciate the patience.
Your Vector length return value is set to “Less than or equal to” and the vector length is always less than or = 1 so that will do nothing, it will always return true. Use >0 if you’re using vector length. 0 is still, anything above 0 is angled.
This is an issue. Red nodes means “Event” so it will start going down the white execution line. So EVERY TIME you press Right Face Button OR (not AND) you move the stick, this fires.
You can disconnect the white line from the 2D Axis and simply use the vector from it. That way this won’t fire the code unless your Right Face Button is pressed. You can still use the vector without using the execution line. This should replace your “Is Input Key Down” stuff completely.
If the vector is >0, Roll. If it is not greater than 0, backstep. One Branch total, all of the rest of that is not needed.
So yes… lol I was using “less than” so thank you for that
I wasn’t aware that the Gamepad Left Thumbstick 2D-Axis was not required to be listed with the White LIne which makes it much easier to obtain the Axis value than before!
I’ve added a screenshot of what I came up including a double click with after your great explanation. I am still tho using Play Anim Montage due to the Do Once and Delay. This is allowing the animation to fully complete before any other action can be done. I’ll continue to try an match this with the Play Montage due to the compact version of it.