How to keep character running animation when pressed against wall

Hi, I’ve been searching for awhile for the answer to this question and have found nothing on the topic (so I probably don’t know the right way to ask this question).

I am trying to keep my character look like he is trying to move forward when he collides with a wall, as opposed to stopping all velocity and sliding slowly or turning around.

I’ve attached pictures which kind of show what I’m talking about, but basically i just want the run forward animation to keep playing. I know most games do this so I’m sure there’s a way to fix this issue, any help is appreciated!

hi man,
is an hard question , we should see your whole animation sistem and movement.

Search for your blueprint , when and who play the animation.
you should find that when you press a direcion , a walk behaviour is playing. it play the animation and move your char.
When you find an obstacle, he stop the animation, or play the idle animation ? and dont move.
It ccould be also a Blend animation?
if it is so , you have binded the animation to the speed of your char,
and you have to think something up to change that.

but from here is really impossible know what to do.
dig your blueprint and blends!

Thanks for the reply!

I am indeed using blendspace animations based on speed of the char… I was worried I would have to rework that…

When I hit an obstacle speed drops to 0 and plays idle animation, but the character’s forward vector seems to turn also which is a bigger problem imo.

I could match the blendspace to controller input maybe… or find a way to store velocity?? I think it’s worth noting that I have gotten stuck on a collision before and HAVE been able to keep holding forward and keep my character’s run animation playing… even when not moving. So I’m not sure what happened there, but it makes me hope that there is a solution out there.

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