Updating an outdated blueprint scheme from 2017 to 2023

Hello everyone I am having the issue of a blueprint being outdated. This is due to the fact that the change direction node changed from blue to green and does not have a connector the other problem I am having is where do I find the nodes Get MoveFoward and Get MoveRight. I was wondering if there would be anyway that I have not thought of on how to update this to work in UE5.1

I’m assuming this is in the character class.

If you need cardinal direction… can make life easier. A simple function using “Direction”.

This is under the BP_ThirdPersonCharacter. Thank you for the response, I appreciate it.

The above will work then.

For the Set Cardinal Directions how would I obtain them as well as within the first screenshot Calculate direction does not show up with Base Rotation X Y Z when I try to add the node to the blueprint

For the Cardinal Direction I created a custom function as shown. The Enumerator is custom as well.

Right click in the content browser → Blueprints → Enumeration


Split the struct pin.

Just about every pin that holds multiple values has a split option.

Thank you

Just wanted to note that the Cardinal Direction function should be updated to “return” the cardinal. I’m using mine on anim tick. So I need it every frame. Thus the var is global.

To update it for one offs, make the Enumerator var a local in the function. Iterate the branches and return the result.

What would I choose if I were going to implement I-Frames? And what would that look like

What are I-Frames?

Invincibility frames. They are most commonly associated with Dark Souls and its dodging system

Purpose?

If you’re talking about collision responses on something like dodge events to prevent hits…

Just a matter of disabling collision response. If you’re going that route I’d not use the capsule component for hits. I’d use the skeletal mesh. Capsule responses are needed for movement.

The purpose would be to evade attacks or dodge into attacks

yeah, Set Collision Response to Channel is the route.

You can trigger this with anim notifies too.

Where would I end up putting that in the blueprint

Personally I’d create 2 custom Events that execute the logic. One for off and one for on.

In your Animations create anim notifies. Have those notifies call the events. You’ll need to add these notifies to every dodge animation.

You’ll need to also setup logic that will reinstate collision if the montage is interrupted.


On a side note you need to upgrade to Enhanced Inputs. The old Axis/Action mappings approach is deprecated. Eventually it’ll be removed… maybe in 5.2

Thank you for all your help and the information. I’m going to mark the threads solutions

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When it comes to using enhanced input, for this model of dodging how would I exactly connect up the actions in the blueprint and mappable button layout

Once you get your basic inputs set up (tutorial below), I highly recommend you take an action and an axis input and play with the execution pins.

e.g Triggered vs Completed vs Started, Ongoing, Cancelled

You need to have a solid grasp as to what each does vs just following a tutorial.