How would you prevent this from happening?
An NPC does an arm animation, and that arm catapults me into the air out of the map.
Thanks for help!
How would you prevent this from happening?
An NPC does an arm animation, and that arm catapults me into the air out of the map.
Thanks for help!
You may be able to use physical animations so it moves the arm instead of the player. Tutorial: Lets Create Physical Animations - Blueprints #15 [Unreal Engine 4 Tutorial] - YouTube
Also, make sure you use a player character for the player and not a pawn. Many items have options that allow it to act differently to player characters. I believe some things have a checkbox that determines if it can move a player character but I am not too sure about this. Please correct me if I am wrong.
I am looking for this magical checkbox, but I can’t find it. Any idea?
(I’m not using physical animations and not planning to)
Sorry, I must be mistaken then. I’ll tell you if I find it.
You could try using a ‘layer’ within the NPC’s state machine. Layering gives you much more control over what is triggered during an animation. A common practice is to separate animations from the waist down to allow for a smoother transition between a complicated blendspace.
But what does that have to do with the collision problem that I described?
ps: the mesh has no collision, only query
I’m not sure about this problem as I haven’t encountered it. I only posted above as a suggestion for better animation programming. It basically helps to prevent anomalies when two animations are cast. Which might have resolved it.
Anyways, I would rebuild the blendspace and animation blueprints from scratch and perhaps follow a tutorial specifically designed for the game you are creating. For example there is an RPG and First Person Shooter project tutorial by Virtus Gaming Hub on youtube. He goes over animating in a reasonable amount of depth. You might be able to use that as a reference.
Oh, basically I misinterpreted what was going on. I didn’t realize the NPC was actually making contact with the player.