How can i add a falling Animation?

Greetings, dear helpers, since you are reading this right now, I have to say thank you for your attempt to help me.

So now to my problem:
I have the basic setting of a 2d side scroller project and currently I just want to know how I can add a fall animation. I took a picture of my “Handle Animation” and “Handle Jump” area for you. I know that it can’t be that difficult and that there will definitely be one a very easy way to do that…

(Of course, I’ve already searched the internet but could only find something with difficulty. Most of the time, other people have already set completely different things in advance)

thanks again in advance!!!

If you can func jump then you may have a character that has this functionality

What is setting Animation Select for run I would test there and add a enum pin out

If i try it with the Event tick he has the fall Animation all the time or everytime i press jump
i try it in that way (also with the event tick) but it dint work even as a true or false:

To me stuck in falling is good sign its not actually always true it is tick is realtime most likely on landed happed and last frame Is Falling was true, So we need a tracking var for jumping and falling but we dont want to use IsJumping or IsFalling test we need to keep you anim in sync is why we need two variables so 1 we only set falling anim one time per falling event and 2 jumping seems to be more like falling upward because if you jump the boolean result is true on Is Falling when visually the char is moving upward then stays true for the duration of the fall

HANDLE JUMP:
Event On Landed: insert before set animation set var Falling = false then set var Jumping = false
InputAction Jump Pressed: insert before func jump set var Jumping = true
InputAction Jump Depressed: insert before func stop jumping set var Jumping = false

Your newest image:
Custom event: insert new branch
condition on Jumping
true do nothing
false branch condition on Falling
true do nothing
false branch condition on Is Falling
true set var Falling = true before set animation falling
false do nothing

You should replace this with condition on Is Jumping and not use the extra var Jumping for better sync results

HANDLE JUMP:
Event On Landed: insert before set animation set var Falling = false

Your newest image:
Custom event: insert new branch
condition on Is Jumping
true do nothing
false branch condition on Falling
true do nothing
false branch condition on Is Falling
true set var Falling = true before set animation falling
false do nothing

Thank you so much for helping me but I can’t find any function for “Is Jumping” I have unreal engine 4 version 4.26 when I type “Is Jumping” I get “Is Jmping Providing Force”

and I’m sorry that I’m such a beginner I can well imagine that I’ve recreated everything wrong I’ve created 2 variables for jumping and falling.

I read your text at least 5 times and translated it once because I’m from Germany.

If I connect the whole thing via “Event tick” instead of “Costum event”
then he only has the run animation
without idle when I jump then the normal jump animation

COSTUM EVENT

HANDLE JUMP

Ok Is Jumping is custom or BP_Anim type on pawn sorry, on your first branch should be condition on Jumping

Edit this

i try it but nothing happends … :frowning:

Even with the event tick he jumps an after it he stocks in the run animation…

Hey I think we could try this, Here is a test that should read jumping or falling

So unwire everything from the CustomEvent tick and replace with this

i didnt find “movement controller ret” maybe i need to search it from the target of velocity but how it calls if i type velocity in find to many types of it pop up.

Its a variable of type Character Movement Reference

image

nothing there…why?

You had called yours Character Movement

Like in your screen here

yes i tried to find with the note " Character Movement Reference"
but also he find nothing

Ok dont worry about that just use Character Movement node itself

yes i tried to find with the note " Character Movement Reference"
but also he find nothing

Since we are in A Character Blueprint we can just reference Character Movement

So where I had “movement controller ref” you replace with “Character Movement”

ahhhh ok thanks i try it our and let you now

Sow much thanks for ya help and fast answers !!!

can u just tell me how i can find the “Velocity xyz”?

Right Click Split Pins