I would like to be able to predict when my character will fall off the edge of a static mesh.
I have an animation called “Jump From ledge” animation. This animation shows the character leaping off the edge of a mesh and then transitioning into the “Falling” animation and then landing.
This developer does it in his youtube video however he had programmed this in Unity.
I’m fairly familiar with the anim blueprint but cannot, for the life of me, think of a condition between the walking state into the ‘jump off ledge’ animation. If I use the “isFalling” boolean it plays the animation too late. So the character appears it is jumping off a ledge whilst already falling.
Any thoughts/ideas of how I could achieve this USING BLUEPRINTS. I cannot program in C++
I love crisp smooth animation and would like to achieve this.
Create IsJumping? variable. This is a counterpart variable from IsJumping from the character blueprint
At the end of existing anim event graph, add CastToThirdPersonCharacter node, then get its IsJumping variable to set AnimBP’s IsJumping? counterpart variable
First off, Thank you so much Chyros for assisting me within such a quick time and in such a detailed and clear manor! Really appreciate it.
So I have completed anim graph as per your suggestion with the conduit node (which I had no idea even existed so I’ve learnt about that [ thanks ] ), not sure if I had put the correct transition rule IN the conduit node itself but here is the graph.
Whilst this does function as intended. It appears due to the animation, it cannot be smoothly completed using the anim graph. perhaps I need traces that fire off in front of the character, that way certain booleans can be checked to allow for better conditions in the animBP.
By the time the character is falling the animation is played too late. It needs to be played before the character has fallen, it seems. Here is a video to the result of your suggestion:
I didn’t know this until I searched the code. Try reverting your AnimGraph the way it was before (without the conduit) and introduce a new variable IsWalkingOffLedge. And then in your WolfBP, there’s an event called Event On Walking Off Ledge (dummy me), and then set your AnimBP’s IsWalkingOffLedge value based on it and then just reset afterwards.
I’ll try this on my end as well using the PolyArt Wolf project.
Still need a bit tweaking but I think its close to what you need.
Addendum: I think it would look and feel better to animate this using RootMotion enabled. This way, the animation would drive the CapsuleComponent movement when walking off ledge and landing after. Here’s more info about using Root Motion.