Is there an update for this content - How to Setting Up Character Movement in Blueprints

Hi there :slight_smile:
I’m a noob around these parts and I just wanted to ask is there an update for this content in the Unreal docs - A How To Guide for Setting Up Character Movement in Blueprints. Setting Up Character Movement | Unreal Engine Documentation

I’ve gone through this how to but get warning and then get error after running the game in editor.

The warnings I get are because I had to find a work around for the Calculate direction node, it has no execution pin - (This is part 5 of the how-to. Animation Blueprint - Idle and Walk States).
This is the solution I found provided by - Big Daddy D here -Where did "Calculate Direction" go? - Blueprint Visual Scripting - Unreal Engine Forums

https://forums.unrealengine.com/filedata/fetch?photoid=1657870

Seems to work after I turn off Use Multi-Threaded Animation update in the Class setting of the Event Graph.

I also get errors after I exit the game window and when I click on the errors in the message log I don’t see them when I’m taken to the Event Graph for MyAnimBluePrint

and when I press Prone key which is x on the keyboard to stand back up form the Prone position the mannequin just gets stuck in a loop of getting up and down.

Anyway is there any updated howtos for this content?

Thanks.

There must be a Bool Value that you forgot to set back to its default or other state.

Thanks @HarisNauman ,
I went back over all the transition rules and found that I’d forgotten to uncheck the == node in the Transition Rule for Prone_To_Stand to Idle_Rifle_Hip in part 9 step 16
and now it’s all working correctly but I’m still getting errors when I exit the play in editor in the message log -

Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue”. Blueprint: MyAnimBluePrint Function: Execute Ubergraph My Anim Blue Print Graph: Transition Node: Result
Blueprint Runtime Error: “Accessed None”. Blueprint: MyAnimBluePrint Function: Execute Ubergraph My Anim Blue Print Graph: Transition Node: Result

Any thoughts on what I could be missing?

Are you using the “Get Player Character” node anywhere within your MyAnimBlueprint? Maybe within its Anim Graph?

Hi Stormrage256,
yes I am as I’m following the Howto Setting Up Character Movement in Blueprints.

It states to use Get Player Character node in part 5 step 15

This is my node setup using the Get Player Character as shown in the HowTo, so still uncertain about why I’m getting these errors?

Hi, instead of calling the “IsFalling” function within the transition graph, try calling it as a part of “Event Blueprint Update Animation” in the main Event Graph and store the result of IsFalling inside a new boolean variable. You can then use this variable in the “!=” condition in the above screenshot.

Thanks for the reply @Stamrage256,
I’ll try it out but it’s going to take me a little while to figure it out as I’m new to all of this, is there any examples of the method you state so I could follow alone?

Thanks again for the reply.

Yes, the third person template available in the UE4 launcher has a good example. If you open its Anim BP, you’ll find that its calling the “IsFalling” function in the main graph and storing its value into a custom bool variable “IsInAir?”

And since its calling an IsValid check before doing so, chances are you’re not going to get those Accessed None errors.

You can then go on and use the “IsInAir?” variable while evaluating the animation state transitions.

@Stormrage256 Thanks so much, I’ll have a look at the third person template blueprint and get back to you with the results.

Thank you, you’ve been really helpful.

@Stormrage256 Thankyou, what you suggested worked :).

I created a Bool variable and then removed the IsFalling node and plugged in my new IsFalling variable and now everything is working correctly with no errors.
Just to make it clear for anyone else who is reading this later, this fixed the errors I was getting when I exited from Play In Engine.
The transition that was causing the problem for me was Idle_Rile_Hip to Walk_BS.

See screenshot for functioning node layout for Idle_Rile_Hip to Walk_BS transition -

Thanks so much for your help :slight_smile:

Happy to help :slight_smile:

as for me the GetPlayerCharacter and TryGetPawnOwner return None in the main EventGraph :frowning: