and in the " Creating the Animation Blueprint => 8.From the MyBlueprint tab, navigate to the variables category, then drag and drop the Is Jumping variable on to the return pin of the Get Pressed Jump node.
The “Get Pressed Jump” node can’t return "true " anyway .
I try other bad way to make “is jump be true” ,it can play jump animate.
And in the Result video of this web the jump animate is not right
I’m succsess get “true” in character blueprints by using “get pressed jump”.But in the AnimBlueprint t by using “get pressed jump”,not get “true”.
I make a variables “areJump” to get the “get pressed jump” value in character blueprints,then give it in AnimBlueprint ,the jump animate success play . Direct use “get pressed jump” in AnimBlueprint (like what Tutorial do)not success,it full of “false” in screen .
See I also call a custom event that I named “Initialization Complete” at the end. That’s to prevent our variable from being accessed before a reference is assigned to it.
Now when it comes to your issue, you can simply drag out “Was Jumping” from our reference and assign it to a bool type variable that you created inside the anim BP Event Graph like this:
You didn’t implement my suggestion though. Don’t get your own bool type variable from the player character BP to set your bool type variable inside the anim BP. Simply drag out “Was Jumped” (that’s built-in and isn’t a variable you created yourself) from our character reference and set your bool type variable inside the anim BP with it.
I see you might have already tried that. Could you clarify how did you debug? Since Was Jump is gonna be set back to false right after it gets set to true, you might have missed it on the output log or the debug messages on the screen. Try printing out something after a Branch node and set it’s condition to Was Jumped. Place the Branch after our Gate (or one of the output exec pins of your Sequence node)
The jump animate is very different for other movent animate.
Once I press the keyboard of jump,i will see character jump.
if “isJump” become true anytime,the animate should change jump animate and then back to movement annimate.
And if I Staring at the screen ,when i press jumpkey,print word will get little Wave Effect.
in " can return true" I see the animate changed to jump,and see “true“ between lot of “false”.
in “can’t return true” i can’t see animate changed to jump,it just movement animate,not see any “true” between “false””.
you can see in the last result video in this web ,when character jump,he not play the jump animate, just two leg walk on sky.
I followed it first,and get the same result,
when I going to see the Independent jump animation“ Jump_From_Jog ”,it look the jump result is not right.
I think i should go to see how “ThirdPerson template” do,but where is the “animate_bluePrint” in it
Yes like I said, that how it’s supposed to be, it’s momentary. So it seems like the issue is about the transition conditions between your states. If you like, you can share all the related parts of your anim graph for us to take a look. Or if you choose to move on with the template, you can switch the other condition of the And operator there which is the Z component of the velocity having a positive value, with your bool type variable that’s set to the value of Was Jumped on each update.
I am test the enhanced input ,succsee get true by use “getPressedJump”,but the jump animate not play.It seemed the true time is too short to play.So the velocity is look better in this jump animate.