hmm I recorded that with the sliding in the game, i.e. the animation in the game. As soon as I slide, the capsule shrinks to the programmed size that I set by activating the shift button…
(sorry again for that recorded music)
On the video you can see the sliding animation and the capsule component that is tied to the character, which shrinks with it or am I just misunderstanding you completely…
sorry, I really don’t want to cause you any inconvenience
(Besides, I’m going to sleep now. I have to get out very early tomorrow. In Germany it’s now 10 o’clock in the evening sooo good night zzzz I’ll go straight back in tomorrow after work)
Now you’ll need to set the capsule’s location at the location of the mesh once your mesh finishes their animation, but you’ll need to know how long your MESH’s animation is. So take a look at how long the animation is, and then put that value into a delay.
The Spring Arm has the Target Offset and Socket Offset parameters.
I think you could use it. It’s relative to the Capsule (if you have the Spring Arm attached to the Capsule).
I’m not sure about the exact implementation without trying it out, but I would start with this:
Set Socket Offset Z value to HALF of the value of the Half Height difference
Example:
if the Half Height is 100, and during the slide its 70, the difference is 30, so socket Z value should be 15.
In this Case Socket Offset would be x = 0, y = 0, z = 15
At the end of the slide, when you change the half height back to original value, Set Socket Offset also the the original value of 0,0,0
So basically, anytime you change capsule half height - counter it with socket offset.
Again - I’m not sure about the exact values and math here, but it should point you in the right direction I hope.