I guess it's possible because the traversal actions are montages and not part of the motion matching pose database. It should work with a normal state machine but you'd need to get the 'try traversal action' code and everything else it uses into your custom characters blue print. You'd also want to recreate the 'PerformTraversalAction' custom event. I haven't tried this myself though tbh so am not 100% it would work.
i've been seeing a lot of people make a tutorial on this topic and do the same thing but i've always been wondering, would it really be more difficult to do a ledge detection every time you jump and play a certain animation(s) depending on the height of the ledge? i really thought that's how GASP worked before I actually got into it
there is an issue with this trick ....if you for example have a containeer and for example you want to put weapons inside for the player to find them later ..you wont be able to go inside that containeer because of the hidded mesh :D ...
like a shipping container? collision can be enabled with the visible mesh as long as the splines from the static mesh are above the collision of the visible static mesh(doesn't have to be by much). so you could resize the static mesh with the splines and put it at just the top of the visible mesh. I could make a video showing that if you think it'd help people.
@@treehousebanditthanks for all the tutorials! They’ve been incredibly helpful. Could you please share how to do this properly. It’ll be easier to understand if we can see it. Thanks!!
Another awesome video thanks heaps!
yw! have fun creating!
I've seen many tutorials on this, why nobody is showing how can I do this inside my project without using this template? Is it possible?
I guess it's possible because the traversal actions are montages and not part of the motion matching pose database. It should work with a normal state machine but you'd need to get the 'try traversal action' code and everything else it uses into your custom characters blue print. You'd also want to recreate the 'PerformTraversalAction' custom event. I haven't tried this myself though tbh so am not 100% it would work.
i've been seeing a lot of people make a tutorial on this topic and do the same thing but i've always been wondering, would it really be more difficult to do a ledge detection every time you jump and play a certain animation(s) depending on the height of the ledge? i really thought that's how GASP worked before I actually got into it
Why not just make a child blueprint (like you should) of the LevelBlock_Traversable and change the mesh. Relocate the 4 splines a bit and done?
I suppose I was trying to avoid making a child for every mesh but your way works great too.
can you explain further on how to do this? im stuck :((
there is an issue with this trick ....if you for example have a containeer and for example you want to put weapons inside for the player to find them later ..you wont be able to go inside that containeer because of the hidded mesh :D ...
like a shipping container? collision can be enabled with the visible mesh as long as the splines from the static mesh are above the collision of the visible static mesh(doesn't have to be by much). so you could resize the static mesh with the splines and put it at just the top of the visible mesh. I could make a video showing that if you think it'd help people.
@@treehousebanditthanks for all the tutorials! They’ve been incredibly helpful. Could you please share how to do this properly. It’ll be easier to understand if we can see it. Thanks!!
How can i reach you to propose you a deal?
Right here is a good place