Wow, this looks incredible. I love that you are planning to add a climbing system, is this the next feature in the development tree? Also, would be difficult for to combine DynamicNode with other character controller assets? For example: https://www.unrealengine.com/marketp…pe-swing-climb. I’m also wondering about ladder climbing?
and **daveSchoneveld, **nice work on the documentation and thanks for sharing!
No, that’s not so difficult. Moreover, the plugin has many functions that help you easily make your own custom types of movement.
In this case, all animations are assigned directly at the moment when you change the state. Suppose you jumped on a rope, you need to play 2 animations end of the jump -> idle. For this, there are Functions in the plugin:
you need to call these functions with a priority above 0. Priorities are like levels of processing animations, animations with a low priority will not start while playing animations with a higher priority
If you are moving along a rope, you call these same functions upon the fact of movement.
And then when you need to come back - let’s say you jump from a rope - you just return to 0 priority by calling the function: ReleaseAnimStack
Hi I asked this on your discord but it seems pretty quiet in there.
I’m thinking of making a mostly root motion-based character. Just wondering if there’s anything special I should be aware of in your system, or if I should even do it. Thanks!
I’m getting a good understanding and have it working well. I’d like to see a video or sample project on how to use it with different states. Like unarmed, holding a pistol, holding a rifle, holding a sword, etc. Just wondering what’s the BEST way to do that? Anim Chances with Parents and switches? Seems like a number of ways to do it.