Possible to add scalars to animations at arbitrary points?

I have a character that has specific animations where if the player presses a button at a certain point in the animation a corresponding effect (whose strength is dependent on how well the press was timed) will be produced.

I thought I should do by anim notifies, but so far as I can tell those are only on or off (true/false).

Say, for instance, for a mid-run/walk direction change. If the player tries to change the character’s direction mid-run or mid-walk, I want the character to turn around quicker if the player presses the opposite direction just before either foot lands on the ground. A little late or fast will make the turn around slower.

I’m newb so the only thing I can think of right now is to add multiple anim notifies, 1 for each level of speed that I want. Problem with that is the more granular I make it the uglier it gets. And a one frame difference’d render a different turn around speed.

What might be the cleanest way to go about ?

Thanks for any help!

Hello, Kusokuso,

If I am understanding right, I think you might be able to do it with a timeline that goes from 1 to 0 over a given time, representing strength or intensity that you are talking about. Your anim notifies could fire that timeline from the beginning every time you want, and the strength would reduce over time until a new notify fires the timeline again.

You would probably need to be casting back and from your character blueprint and your animation blueprint for it to work, as the animation blueprints don’t allow timelines, but I think it is doable.

All the best.

Thank you, !
You’ve understood me correctly. Apologies for the shoddy explanation…

I’ll see if I can get something to work based on the method you described ( using anim notifies to trigger a timeline in the CharBP). yeah, the way you described it totally sounds doable.

Thanks again!

Just a report. I decided to have the boost timing ramp up and down, and I was able to achieve the effect I was after by adding f-curves and a bool to the animation. I then set those values to corresponding variables in the CharacterBP, also starting and stopping the timeline in Char BP with the Bool. Works nice.

Thanks again for the idea, !