Can someone step me through a really simple blueprint?

I’m trying to learn some really basic stuff and I’m new to all this. I’ve really been trying to figure this out on me own, but I can’t.

I’m trying to make the VERY simplest beginnings of a topdown 2d turnbased game. (with blueprints)

I made a simple tilemap and put it in the scene. I made a simple paper2dcharacter blueprint with a 3 frame animation, and placed a playerstart in the scene and everything is showing up properly.

I don’t care about switching animations, or even adding all the directions, or anything else at this point. I’d just like to figure out how press the D button once and have him move smoothly 32 pixels to the right and stop, while animating throughout the move instead of just “teleporting” to the new location.

I have the input action mapped to the d button, and I know some very basic blueprint stuff from tutorials, but I don’t know what function or setup to make it work like this.

Can someone either step me through it or just make a quick example and show me an imgur of the blueprint?

Do you have Skype? It would be much quicker to communicate on there, if so, my Skype info is underneath my name.

Hey man. Thanks alot for the help today. In case you’re interested in the knowledge, I actually figured out an even simpler way to do this. Just needed a MoveComponentTo node like this.

Oh yes, that is the node I was looking for when I was having you search, but I didn’t see it, but this approach is actually not the best in many cases. This is only moving a component, which coincidentally happens to be attached to the rest of the player, but a lot of the time the components can move freely, meaning that only one of the components would move, while the rest would stay still.

I thought of that, but if you’re moving the root component that solves that whole issue doesn’t it?

Yes I suppose so, but ultimately you wont wan’t to use this in any large/important projects, your actor would not have a velocity being set, and that could mess around with animations and a few other things but it should work fine for your purposes.

Can I ask why velocity would matter in a turn based game and what those few other things are?

Any animation that would be based on velocity could become desynched with the movement.

Basic Example: The unit may move 32 pixels to the right, but it would look like it is running a marathon to get there.

It’s a turn based game. I don’t see why anything would be based on velocity…?

Any movement that a character makes creates velocity. The type of animation that the system plays to make the character look like it is moving is based on its velocity, the slower the movement (velocity), the slower the animation plays. If you were to load up the Unreal Guy and moved him slowly, he would look like he is moving slowly. If you moved him quickly, he would look like he is moving quickly (basically running or jogging). The velocity of the guy dictates the animation that plays for him.

Of course all of this is based on having the animation setup to do so. If your animation is not setup for that, then there is nothing to worry about. :slight_smile: