AttackHitCheck makes a call on Notify. I wanted to cause damage at that animation point.
I’ve tried this and that because I’ve been asked elsewhere. I’m sorry I couldn’t tell you.
First of all, other people said that the input doesn’t seem to be working right now. So I did IMC and IA through blue print. The character blue print created IA for me, both moving and rotating.
What was the problem at this time was that I set up a log at the end of the IA. It was shown in the viewport. The character doesn’t move, but the log was shown in the viewport.
I just ran it and suddenly there was a problem with the deligate.
void ALuckyCharacterBase::ComboAttackStart()
{
const float ComboAttackRate = 1.0f;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
AnimInstance->Montage_Play(ComboAttackMontage, ComboAttackRate);
FOnMontageEnded ComboEndDelegate; // Here
ComboEndDelegate.BindUObject(this, &ALuckyCharacterBase::ComboAttackEnd);
AnimInstance->Montage_SetEndDelegate(ComboEndDelegate, ComboAttackMontage);
ComboAttackTimer();
}
First of all, I’ve created a new project, moved the existing code, and re-created it. So fortunately, it’s possible to attack. Of course, I haven’t implemented the damage yet, but it’s working.
Thank you so much for your answer, I also think it would be better to do it there since the new project is working…
I think there’s something wrong with the input mapping.