And the other option, above?
No, that doesn’t work either.
Do you have another idea?
No sorry, all out…
I have already used notifications for the sound of my character combined with metasound but not to trigger an event stop like the inputAction. I’m going to try to add a notification in the animation and retrieve it in the playmontage node “on notify begin” to block the jump.
I figured out how to use and retrieve notifications in code for particle effects by creating an AnimNotify class but I don’t yet know how to do it for events like the one I want.
I tried several things but it doesn’t work. I don’t know if anyone has ever succeeded. How to block character actions (jumping…) during a PlayMontage with a notifify.
the bool should work, or a pure function that tests all situations that could block jump, id say something was wrong elsewhere.
another option is to add/remove mapping context although i wouldnt use that for a single input
My code is quite simple, I don’t really know where the problem might be.
Do I need to add my 2 animations in the blueprint animation of my character so that the PlayMontage can work correctly?
one thing of noticed is “set jump to true” should be on blend out and interrupted too but i dont know if that was your problem
I also noticed that if I press the button to crouch the camera lowers to establish the crouching state. The crouching animation does not play, , the camera lowers a little but the state of the crouching character is activated.