All of your videos are great! As an artist who is trying to learn blueprints, being able to follow and understand what is going on is extremely important.
Hey Titanic Games, I'd just like to say that your tutorials are really great! They're easy to follow and you give detailed explanations for what certain nodes do. With this setup, I wanted to try something interesting, but just don't know how exactly I would go about setting it up in Blueprints. I want the character to have a Double Jump animation. I thought of the easiest solution would be to make the character repeat the first Jump animation right as the player Double Jumps. I thought this would look really nice as it also gives visual feedback, and would look more polished, instead of the character just staying in the same position while in mid-air. If you figure this out, I'd really appreciate another tutorial! Thanks,
Me: Ready to take hours out of my day to add perfect physics and velocity script. Unreal Engine: *Jump and Stop Jump* P.S I am not saying it's too easy I'm just saying I thought it was gonna be much harder. That's why I love unreal!
kiomaru1 yes there is FINALLY someone other than me also knows 😅 Do you know any updated video to use the new method to add animations for second jump ??
confirmed > in the Player BP, highlight Player(self) in the Component window > look fo rthe Details > Character Jump poperty. Max Count is there already.
now, thanks to UE4 its built in Character, just change "Jump Max Count" and "Jump Max Hold Time" with the usual setup (press=>jump, release=>stop jumping) :D
thank you for your great tutorials! please note that some time after jump counter is embeded in the class in the Character section. please correct me if im wrong
Interesting tutorial, after watching your RPG Skill Tree tutorial, I was trying to figure out a way to add a double jump skill; but found an easier way to do the double jump, I am using Unreal 4.14.3 so it might be a new feature, but under "Character" where you have the "Jump Max Hold Time" there is now a "Jump Max Count" with a default value of "1". I made a skill that got the Character reference and then changed the value of the "Jump Max Count" to increase by one. Didn't have to add anything to the Jump action beyond the Key Pressed = Jump, Key Released = Stop Jumping.
Excellent tutorial. I'm paused halfway because I'm having some trouble and maybe you can help me I. I've gone and created a character version of my VR pawn template. When I added the action mapping and the blueprints for the jump, AT FIRST, when I mapped it out to a button on my Vive Cosmos, the input reflected and my character was able to jump however, I found I wanted to map it to a button on the opposite controller, but when I tried to set it to that button, it didn't jump. I tested this with the spacebar key to make sure I wasn't going crazy, and lo and behold my character jumps when I press the spacebar. My initial guess was that this might have been a hardware issue, but when I tried the grip button on my motion controller, and THEN tried the orriginal button I started with, nothing. it's as though the action even just died on the first simulation and couldn't work after changing the buttons altogether. Any thoughts? Also, Now that i've created a VR Character blueprint, what seems to happen now is that in the VR tmplate, theres an instance of my motion controllers spawned in a fixed position, that matches the motion of my hand controllers.... what I notice from it is when my editor view is different from the main HUD view, my VR character spawns in a different place from it. if I'm looking down at the template from above and press Alt-P, I seem to spawn in the air and land offset from it. How do I set it so my VR character spawns in it's place and it disappears?
Thanks for the tutorial... ¿Can you do a tutorial about how do a double jump after touch a wall or slide wall or wall bounce? Because this method does not work when the character touch a wall. Thanks!
Is there a way to increase the speed of falling? There seems to be this weird floating whenever the character falls, they nearly stop mid-air as if levitating.
I know this is ten months late but here is my solution. Go into your “ThirdPerson_BP” in your content Browser.In the top left corner click on “CharacterMovement(inherited).” To the right in details search “gravity”. Set “Gravity Scale” to whatever you prefer. I prefer 1.8 so it’s not giving a floating effect and is more realistic.
Hey I found this really helpful thanks! Is there a way to implement a hovering/flying/gliding from the double jump if on second press you hold jump button? I would be really greatfull thanks
There is an option available for the user to set number of jumps... Can you please update the video because I somehow figured out the way to do it but it's kinda glitchey
Hey man, my character jumps, but even after the double jump inputs; it still just does one jump! I did exactly what you said but still no luck. any minor detail you think i might've missed? thanks
In your character's blueprints, make sure the (self) component is selected, then search for something called Jump Max Count, and change that to 2. Should work, maybe
Just did this on a third person setup in 4.14, and in order to make it work I had to set "jump max count" to 2 in the details panel of the Third person character (self). By default it was set to 1, and stopped the double jump.
i know this 3rd person and not fps, but in fps i used the same single jump blue print and can jump, but i can't jump again if i am facing down with my camera before i land and try and press jump without looking back up. i wonder if you know how to fix this ?
My only thought is that you might have had UseControllerRotationPitch set to true (you can find this on the Self of your character). This causes the character to rotate on the y-axis so if you look down, your character wouldn't be able to jump since they would be rotated so their feet are off the ground. If you set the Capsule Component to not Hidden in Game and you set UseControllerRotationPitch to true you will be able to see the rotation I'm talking about. And I could be completely wrong and that wasn't the problem, but it's helpful to keep in mind for the future. I hope that helps!
yes it was the pitch thing like you said so simple but i totally overlooked that thought was something more complex haha ^_^ thanks alot you really helped me out would of spend a while trying to figure that out
this is no double jump its one jump you mention here which after multiple press on keyboard player rises continuously try to explain god of war sort of double jump to people instead basic things if you can.
Lots of these double jump videos. Seems none of them address adding a 2nd jump animation. Rather than just a lift when it looks like you're falling. Doesn't look good. You all know it, but none of you take the time to address it.
All of your videos are great! As an artist who is trying to learn blueprints, being able to follow and understand what is going on is extremely important.
Hey Titanic Games, I'd just like to say that your tutorials are really great! They're easy to follow and you give detailed explanations for what certain nodes do.
With this setup, I wanted to try something interesting, but just don't know how exactly I would go about setting it up in Blueprints. I want the character to have a Double Jump animation. I thought of the easiest solution would be to make the character repeat the first Jump animation right as the player Double Jumps. I thought this would look really nice as it also gives visual feedback, and would look more polished, instead of the character just staying in the same position while in mid-air. If you figure this out, I'd really appreciate another tutorial! Thanks,
Me: Ready to take hours out of my day to add perfect physics and velocity script.
Unreal Engine: *Jump and Stop Jump*
P.S I am not saying it's too easy I'm just saying I thought it was gonna be much harder. That's why I love unreal!
this is a quick and simple guide nice job!
there is a button in the player options for double jump now.
where?
kiomaru1 yes there is FINALLY someone other than me also knows 😅
Do you know any updated video to use the new method to add animations for second jump ??
I also noticed it as I was half way in the tutorial and I was like whaaaaaaaa ok this is pretty easy now
confirmed > in the Player BP, highlight Player(self) in the Component window > look fo rthe Details > Character Jump poperty. Max Count is there already.
@@Gullzee Did you found a way to update the animation for the second jump?
thank you bro!
Genji is back! Thank you for this useful tutorial! :)
really helps but i wish this had jumping animations too!
World outliner(up right) -Right click Edit First person character-Details (right)-character-jump max count
I've learned so much from your videos man, Thank you!!
now, thanks to UE4 its built in Character, just change "Jump Max Count" and "Jump Max Hold Time" with the usual setup (press=>jump, release=>stop jumping) :D
thank you for your great tutorials!
please note that some time after jump counter is embeded in the class in the Character section. please correct me if im wrong
thank you!
thank you.You helped me with proggraming:)
Please make a roll/dodge evade tutorial.you are perfect
Interesting tutorial, after watching your RPG Skill Tree tutorial, I was trying to figure out a way to add a double jump skill; but found an easier way to do the double jump, I am using Unreal 4.14.3 so it might be a new feature, but under "Character" where you have the "Jump Max Hold Time" there is now a "Jump Max Count" with a default value of "1". I made a skill that got the Character reference and then changed the value of the "Jump Max Count" to increase by one.
Didn't have to add anything to the Jump action beyond the Key Pressed = Jump, Key Released = Stop Jumping.
Yeah that's a new feature that wasn't there when I made the tutorial. You can just use that from now on :)
what about those who want to make custom jump?
on mine there is no jump or stop jumping, do i need to get something?
Excellent tutorial. I'm paused halfway because I'm having some trouble and maybe you can help me
I.
I've gone and created a character version of my VR pawn template. When I added the action mapping and the blueprints for the jump, AT FIRST, when I mapped it out to a button on my Vive Cosmos, the input reflected and my character was able to jump
however, I found I wanted to map it to a button on the opposite controller, but when I tried to set it to that button, it didn't jump. I tested this with the spacebar key to make sure I wasn't going crazy, and lo and behold my character jumps when I press the spacebar. My initial guess was that this might have been a hardware issue, but when I tried the grip button on my motion controller, and THEN tried the orriginal button I started with, nothing. it's as though the action even just died on the first simulation and couldn't work after changing the buttons altogether. Any thoughts?
Also, Now that i've created a VR Character blueprint, what seems to happen now is that in the VR tmplate, theres an instance of my motion controllers spawned in a fixed position, that matches the motion of my hand controllers.... what I notice from it is when my editor view is different from the main HUD view, my VR character spawns in a different place from it. if I'm looking down at the template from above and press Alt-P, I seem to spawn in the air and land offset from it. How do I set it so my VR character spawns in it's place and it disappears?
Thanks really helpful!
Thank you soo much!
Thanks for the tutorial... ¿Can you do a tutorial about how do a double jump after touch a wall or slide wall or wall bounce? Because this method does not work when the character touch a wall. Thanks!
This was great !
you know that skyrim uses the top face button for jumping right?
Is there a way to increase the speed of falling? There seems to be this weird floating whenever the character falls, they nearly stop mid-air as if levitating.
I know this is ten months late but here is my solution. Go into your “ThirdPerson_BP” in your content Browser.In the top left corner click on “CharacterMovement(inherited).” To the right in details search “gravity”. Set “Gravity Scale” to whatever you prefer. I prefer 1.8 so it’s not giving a floating effect and is more realistic.
How to plugin your own jump animation to this? I have a jump animation and a state machine but getting them to work together is ... problematic O.O
Hey I found this really helpful thanks! Is there a way to implement a hovering/flying/gliding from the double jump if on second press you hold jump button? I would be really greatfull thanks
What if I wanted to edit the second jump specifically? Like, the hold jump time and the actual gravity of it? Is that a way more extensive job?
Bumper jumper ftw
cool thanks
There is an option available for the user to set number of jumps...
Can you please update the video because I somehow figured out the way to do it but it's kinda glitchey
what do i need to do to make movement "left mouse" and make jump "CTRL + left mouse" i am stuck
does anyone know how i would do this but like a mario double jump?
I almost had this functionality by guessing alone. I just didn't know about "Event OnLanded"
Hey man, my character jumps, but even after the double jump inputs; it still just does one jump! I did exactly what you said but still no luck. any minor detail you think i might've missed? thanks
In your character's blueprints, make sure the (self) component is selected, then search for something called Jump Max Count, and change that to 2. Should work, maybe
yeah you dont need what he did in the video just set the jump max count to 2 and it will do it alone
Just did this on a third person setup in 4.14, and in order to make it work I had to set "jump max count" to 2 in the details panel of the Third person character (self). By default it was set to 1, and stopped the double jump.
Chiaro22 yes that's the way to do to it
I did it that way too
But how to add animations for second jump I'm kinda lost there
Any ideas ??
ok, but how is the jump (blend space)??????
Sorry, I have a problem...
My character's flying!
How can I resolve it?
Don't save it and restart the Unreal. If you save it, I don't know. Sorry.
whats next for this setup..
i want to try and have you promote something been working on message me when you can
What would you like to see further for this setup?
Also if you'd like to talk more about promoting, please contact us at teamtitanicgames@gmail.com
I do not see the jump function anywhere...
If you uncheck the "context sensitive" box when you right-click in the nodes, it will pop up when you search for the "jump" function again!
my character can start jumping whenever i press space
Not Working All Code are Working Perfectly But Not jumb Two
Find It New Update Have Already a Option to Add Double or More Jumb
CAN YOU DO WALL RUNNING
I can try
i know this 3rd person and not fps, but in fps i used the same single jump blue print and can jump, but i can't jump again if i am facing down with my camera before i land and try and press jump without looking back up. i wonder if you know how to fix this ?
tested it in a brand new project fps project and not having the problem what is interesting
My only thought is that you might have had UseControllerRotationPitch set to true (you can find this on the Self of your character). This causes the character to rotate on the y-axis so if you look down, your character wouldn't be able to jump since they would be rotated so their feet are off the ground. If you set the Capsule Component to not Hidden in Game and you set UseControllerRotationPitch to true you will be able to see the rotation I'm talking about. And I could be completely wrong and that wasn't the problem, but it's helpful to keep in mind for the future. I hope that helps!
yes it was the pitch thing like you said so simple but i totally overlooked that thought was something more complex haha ^_^ thanks alot you really helped me out would of spend a while trying to figure that out
tnx
is not work when I go to jump he don't jump why
The double jump don't work
this is no double jump its one jump you mention here which after multiple press on keyboard player rises continuously try to explain god of war sort of double jump to people instead basic things if you can.
same question here like god of war
not found 2021
Lots of these double jump videos. Seems none of them address adding a 2nd jump animation. Rather than just a lift when it looks like you're falling. Doesn't look good. You all know it, but none of you take the time to address it.
didn't work
This is cheating I having to learn it with c++. *Pain*
I am*