So I’m using paper 2D to make a platformer fighting game and want to use this function to switch my Sprite animation to a falling one. I’ve set
GetCharacterMovement()->bNotifyApex = true;
and I’m overriding the NotifyJumpApex() and calling Super::NotifyJumpApex()
I’ve added GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT(“Jump apex reached”));
to see when it gets called and it works how I wanted it to… but only once. The message doesn’t appear on the sceen again after the first time. Is there something I’m missing here like a reset or something?
Why are you overriding NotifyJumpApex? Just to add the debug print?
Also, a possibly easier way is just to check if the jump is providing force. There should be a node in your anim BP that you can use to police the transition from the jump ascending animation to the descending animation: if jump is not providing force, play the next anim.
It only gets called once because bNotifyApex gets set to false before NotifyJumpApex() is called.
I solved it by setting bNotifyApex to true in Jump().
Problem with this is, that when you are falling down and press jump again, NotifyJumpApex() gets called again.
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