This is more of a forum question really, but I can’t log into the forums for some reason…so for now I’ll try here.
I’ve watched many of the Blueprint tutorials including all the 3rd person blueprint videos as well as
Blueprints:New Character movement features
In the referenced video double jump was added to character abilities. I have this all working fine. What I want to do is transition to a different animation for the double jump.
However I can’t get access to the JumpCount variable to trigger the animation transition in the animation blueprint. The JumpCount variable is actually part of the MyCharacter event graph, but I was hoping for a way to use to that information in the character animation blueprint.
The idea is that if JumpCount>1 then it should transition to the double jump state which has it’s own animation. I have tried getting the player pawn/owner and casting it to Mycharacter which exposes the jump count variable, but it does not work and i get errors when playing.
Any ideas?