Hi I need help. I am new to animation blueprints and have a question.
I am trying to get my character to transition from the Idle State to a stationary jump.
I have set a boolean IsInAir? to handle my character jumping.
The problem is when I press the jump button the character is still in Idle State then lifts off the ground
and the animation starts playing too late in mid-air and then the character lands correctly back to the
Idle State when the boolean is set to NOT. My Jump Z Velocity is set to 450.
How would I go about removing this delay, so that when I press the Jump Button the Jump animation
immediately starts playing?
you can add transition finished anim notify, trigger the transition as currently do but don’t jump yet and trigger the jump itself from the transition finished notify.
Yes once you write a something there you will see it in the anim notify list when you right click on the event graph in the anim blueprint.
than in your character get the anim instance from the mesh cast it to your animblue print and you will be able to bind that event in the character blueprint.
First set isjumping in the animblueprint this will trigger the transition when that finishs it will trigger the Anim notify that will call the actual jump .
In other words set the is jumping from the character directly and not from the movement component.
I am struggling to grasp what do next I haven’t got a isjumping bool. Should I add it in the animbp? Also my transition is IsInAir? bool. Should I create a function for the notify? I am a little lost.
OK so I should set it. The condition currently is “Is Falling from Movement Component”. Should I use a different condition? How should I set this up in the Event Graph? Currently I have the AnimNotify connected to Set Is In Air, as per my above screenshot. Is this incorrect? How should I set it up correctly?
Also I have to created a function for the AnimNotify otherwise it fails to compile (animbp), in the manner I have it set up currently. But I do not know what to put in the function or if this is necessary.
I have figured out what you meant. I only have one problem left. The cast in the animarion blueprint fails. The reason it is giving is “The execution path doesn’t end with a return node - Cast Failed”. Therefore it isn’t setting IsInAir? to false and the animation just keeps looping.
It isn’t working; but my work around was to add a delay, after setting IsInAir? to true, and then set IsInAir? back to false. The problem is solved. Thank you for your input and friendly help.