Hi,
I have a small problem with an input. I want to disable “tirer” input when the “accroupir” input is enabled.
I can’t do this in the character’s BluePrint animation because my “tirer” function is only in the character’s Blueprint. Can we deactivate one input in the blueprint while the other is active?
Thanks.
Just use a bool 
When they’re crouching, they can’t fire.
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Ok, I thought I had to use a specific function. Thanks, I’ll add that.
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Thank you it works very well.
On the other hand, I wanted to do the same for the jump and it didn’t work :
You don’t want to jump when you’re crouching? Then it’s the same, just use the ‘Accroupi’ boolean.
Hi,
No I don’t want to jump when I shoot. And it doesn’t work.

Ok, then you need to set a bool when you shoot, and not jump if that bool is set 
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It works now, I had connected the false pin incorrectly.
I would also like to not skip when playing my montage play :
When I shoot the jump is indeed disabled but during the animation that lasts until I shoot I can jump.
I have 2 different montages during my action, one when I control the object and the other when I throw it. I would like to block the jump all the time if the animations are active.
You need to set/clear the booleans based on when the animation starts and ends. So, just at a different point.
If you want a more complete system, take a look at anim notify
Do I then have to go necessarily through this notification system for this to work ?
You can go either way. You can set the bools more carefully, or use notifies 
Ok I’m already going to try the boolean but I define them at what connection level of the animation ?
Set the bool when you call the anim, and clear it on

So I define a branch with a boolean jump before I start reading and at the end I delete them? How do I delete them?
Just
set bool
start anim
when anim completes
clear bool
Does it make sense?
I don’t really understand the meaning of just making a boolean just before and adding another one unchecked at the completed output.
How is this going to block the jump?
This doesn’t work, the character can still jump during the animation. My animation is triggered to attract an object and as long as we do not click to throw the object the animation is played.