Hey there. Does someone have tutorials or advice regarding communication between Controls and Animation?
Don’t link the documentation/Tutorials by Epic please. The Third Person Example is not a good Animation Example.
It just checks “Is Falling” If you want to jump. There’s no “Squat”-Animation or similar if you jump. The example just calls “jump” if you press spacebar and thats it.
What I’m aiming for is a control scheme similar to this:
As you can see - compared to the Character Movement in UE - the character doesn’t run immediately, but “prepares” to run (and also turns in place if the control direction is different than the Actor Rotation) and stops/turns around if the control direction changes while running.
If I press Jump, the character prepares to jump, and you can’t move the character around. I know I can forbid movement with simple booleans. but checking booleans is in my eyes a very dirty way to do this, simply because these booleans are checked every frame.
You can also see that the character does run more in a circular way. In UE4, the Movement Direction is immediately the one of the Input.
For example the character runs forward and after pressing and holding righ, the character takes a 90 Degress turn immediately.
What do you guys recommend (except for root motion, though) how to achieve a similar control scheme? How should I setup the blueprints for this?