My height value remains the same when trying to trigger a roll animation for falling off high places.

This is my current setup:

It works great other than the fact that when I set the “Jump Init Height” variable, well, it’s permanently set. So my character only does the roll when jumping off a high platform at a very specific initial point in the level. So if I go to a lower section of the level, even if I jump off a higher platform the roll animation won’t trigger.

I’ve tried the same setup with Event Tick instead of EventOnMovementModeChanged and having my character Start w Tick Enabled, and it’s exactly the same result as my setup above.

How can I reset my initial character location so it works at any initial height?

Hey @Soaron!

It may be as simple as messing with your DoOnce!

Currently, this is only running the Do Once… Once. Unless it resets on the second jump- not ideal. I would say you can either use a Custom Event and call that at the end, or simply run the white Execution line into the “Reset” part of your DoOnce node.

Do that and then let us know what happens! :slight_smile:

Hey @Mind-Brain . Do you mean run the white execution at the end of the animation montage? After “completed” back into Reset? Or where do you say to pull the execution line from?

What I was saying was just off of the blank “>” above On Completed on the Play Montage, but that’s secondary to the problem (Do it anyway or it’ll cause problems only activating every other “Confirmed” jump-roll).

The REAL problem is probably this: It’s likely Jump Height is changing, but Min Height is not.

Now, you say:

How do you know that?

Try doing some troubleshooting with PrintString nodes! You can have it print the value of “Jump Init Height” every time you pass through this line of code, as well as Min Height, confirm T/F values, anything you want! That way you can get true confirmation of things. I don’t think you’ll be able to solve this without testing, otherwise it’ll be trial-and-error. :slight_smile: Hope that helps, get some printstrings in there and test it out!

Edit: another thing, you’re setting the “Jump Init Height” when you’re landing as well as when you jump, because this is happening when going from walking → falling, then again when going from falling → walking. Try using a branch at the beginning to check if “New Movement Mode == falling” and do a branch where on True, set Jump Init Height and on false do the rolling code. :slight_smile: