Yeah, I may have to try the more traditional animation method.
The other day I saw a thread here that gave me an idea, it had the state machines / states laid out like a pyramid. So I thought I might could get this to work for this concept.
About the only thing solid seems to be the jump and the crouch.
That is what I’m trying here…taking a typical run animation set backwards to simulate backwards running. I could most likely get a better backwards running animation from Maximo but for testing purposes this should suffice.
The idea then is to trigger the backwards animation exactly when needed. For example…facing Right? then pressing left = backwards walk…facing left? then pressing right = backwards walk.
For checking the pressing of left or right just have 2 bools set in the character bp.
I have tried to use two booleans (facing left? facing right?) placed directly after the SetActorRotation nodes that turn the player to always face other player, I imagine that would work but it may not be working right.
I have not, actually have not used the dot product thing yet to my knowledge.
To determine if moving left or right, I hooked the capsule component to a GetComponentVelocity node fed to a print string.
This video shows it more in real time.
(that strange mirror effect of the other player must be because something is not an instanced copy)
Will be studying that link, thank you.
So, I thought that I could do something in a transitional rule to get what I needed. But so far I haven’t got it.
I think I did the ABP event graph correct to gain access to my character BP booleans but maybe I didn’t?
Going back to the state machine…I will show you what I have just on the backwards path from idle.
I don’t understand why this does not work… I’m checking three things plugged into an AND boolean.
- Is the Y greater than 0? (a positive number)
- Is Facing right?
- Is pressing right?
If all three of those conditions are true, why is it not working?







