I wanted to add a falling animation when the character is in the air. Just after my jump the animation triggers fine but the problem is that the animation plays indefinitely and therefore the character no longer touches the ground. How can I know that the ground is there to return the character to its normal state?
My second question is can I use the BluePrint animation of the character? Because there, there is a break between the two animations whereas in the blueprint animation, the transitions avoid this problem.
I added a by channel with the start and end position of the character capsule. I added a branch but I don’t know what to use to say that there is an impact and therefore stop the animation.
use the hit actor to see of you hit the ground, then check the distance between the ground and the player using a “get distance” node, compare the output float with the float that feels best to you for when the player should stop falling, then if the get distance float is at that number or below it, use that bool to decide to end the anim
I added a distance variable and used the distance output from the Break hit. My vector which is a get up draws a line from the top, do I have to use a rotator for it to start from the bottom ?
On the other hand, I don’t really see how to make the comparison between the actor and the ground. I clearly understood that I had to connect my actor to the Hit.