Setting Double Jump Animation (resolved)

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?

Seems it should work just by getting the JumpCount in your event graph of the animation blueprint and populating a variable for use in the AnimGraph.

What error do you get? Try putting an isValid after the cast, i find the animblueprint will return null for the player pawn every other check for some reason.

Thank you so much. That resolved the issue. I had to set up the JumpCount variable in the event graph. I was trying to get this information in the transition without exposing it in the event graph first.

I figured it had to be something simple, thanks for your time.

Perhaps a tutorial on this?