Hi!
So I’m adding various moves to an ThirdPerson inherited character blueprint.
I’m using root motion to have it climb up a wall but that needs the movement Mode to be in ‘Flying’ or the Z part of the root motion won’t be applied.
Then I want to to let the player jump off the wall in a direction of my choosing so I use ‘Launch Character’. But it doesn’t work and I realize that Launch Character doesn’t work with Flying. Sigh.
Ok so I add a node before the Launch where I switch the Mode to ‘Falling’.
Then Launch.
But that still doesn’t work. Why?
I’m printing out to check that I really is in Falling and it is. Ive tried triggering the Launch on the next tick but that doesn’t help. Even on the 5th tick after. (Figured maybe it took some time to switch for some reason).
Does anyone know why the Launch is not recognizing that I’m now in Falling?
Or have any ideas for how to climb with root motion and then leap off? (Without Custom move Mode)
Cheers!
UPDATE: Ok so I seem to have found a solution. I was banging my head against this for most of yesterday but just now saw a video that used a node to temporarily disable root motion. It seems to work though I haven’t tried to enable back yet.
BTW, If I launched the character with a ‘Delay’ node set to 0.2 sec it also worked but obviously too late. 0.1 sec didn’t work so couldn’t get that fast enough. Seems there’s some built in invisible delay to switching Movement Mode sometimes.