Goal
Want player to be able to chain slides and jumps to increase momentum
Issue
After a slide into a jump, queueing the next crouch and landing:
- IsSliding variable appears to be false when debugging
- Animation BP is not entering sliding state
- Indeterminate if player is receiving the slide-boost, testing seems to suggest they do
Attempts to resolve the issue
Tracking “IsCrouching”:
Player is considered crouching for the first slide, not crouching during the jump and crouching upon landing
Tracking “IsSliding”:
When printing or displaying the value of “IsSliding”: Player is considered sliding during the first crouch/slide, not sliding whilst in the air, and not sliding upon landing and attempting to re-enter the sliding state
When watching the value of “IsSliding”: IsSliding appears in all of the places it shows up appears to be true
Is Player above Sliding Threshhold upon landing?:
Yes, player is typically registering about 1000-2000 “speed” upon landing (not sure what the vector length of velocity is measuring specifically, but that is how I’m measuring speed for both the sliding threshhold, and these tests). Slide Threshhold is 300.
Added further delay to onlanding code:
Does not affect results, aside from the expected additional delay added to the execution of the code
Stepped through code:
Code seems to go through the full execution chain. When watching the value “IsSliding”, it appears to show in all instances as true, but when printing that same value or tracking it via the debugtrackerUI, it reports as false during the second slide. Animation blueprint also does not enter the sliding state, seeming to suggest it is registering the boolean as false also.
Images:
Gameplay During Initial Slide, prior to landing and after landing
PlayerController
Crouching Logic
Sliding Logic
Jumping & Landing Logic
I can provide additional images for the collapsed nodes but didn’t want to make this post any longer than it already is. Any suggestions or insights you might have on this issue are appreciated