In case anyone happens to see this before they get to 13:30 in the video, there seems to be a bug with UE 5.3.2 where setting the "Automatic Rule Based on Sequence Player in State" boolean to true will cause a crash that isn't easily recoverable when you compile. Leave it set to false until later in the video when the logic is replaced at 37:00 and then it should work fine.
@@lee-wm9hk Unless you have some sort of version control, you are a bit out of luck. I had this happen to me and had to start my build from scratch. Look into some form of version control as it is a huge lifesaver
Quick tip about the transition rules not appearing. I just found out that you can get them to reappear if you zoom out and back in real quickly (or zooming to a value of -5 and then back in). Saved me a ton of pain from backing in and out! Love the content, keep it up!
If we do not bounce, but only go off the ledge (only falling, without jumping), then the TimeFalling variable will never be reset and the value will constantly accumulate. To avoid this, reset the Time Falling variable when the JumpApex State becomes relevant. Thanks for the content, I really like it.
Shouldnt there Z be 1000 not -1000? at 24:02 because -1000 shoots the trace upwards not downwards and it always shows ground distance to be 0. If we change it to positive 1000 it shoots it downwards and we get normal distance from ground
You should open up all anims and play them and explain the curve (if any) (this time is jump anims) to see how they are made (for people who use custom made anims)
My TimeFalling variable is not changing value. I've debugged IsInAire, IsJumping, and IsFalling to be happening at the right time. If i manually set time falling, on both sides of the branch connected to the 3rd pin, Jump recovery additive animation will play. Seems like in UpdateCharacterStateData, The third branch never gets the value from adding TimeFalling and DeltaTime. If I print TimeFalling to screen, it never changes. When it's manually given a value on either side of the branch, that value is printed on screen when about to land as expected and animation plays. How can I debug why these two variables won't produce a value as in the tutorial? I have actually done this tutorial once before and successfully got past this part. I've compared as best i could for the past few days. Just figured I'd ask. regardless, this series has taught me a lot about UE, and grateful for the effort.
How can we create a GroundDistance curve for our falling animation? I saw you create a Distance curve in the Distance Matching Stops video, but that was on the XY plane. How can we create one for a falling animation to know how far away we are from the ground?
@@marissamanley1218 I think because you subtract a negative value of the Z axis of the Actor Location. I believe you should subtract 1000 instead of -1000. Otherwise your sphere trice will shoot up in the air instead of to the ground.
At 33:09, for some reason, I am unable to find the plain 'Blend' node. I have Blend by bool, Blend by Int, etc. But cannot follow after this point as I'm kind of new and now sure how to fix. This series is amazing though. Thanks for posting. Hopefully I didn't break anything serious.
In case anyone happens to see this before they get to 13:30 in the video, there seems to be a bug with UE 5.3.2 where setting the "Automatic Rule Based on Sequence Player in State" boolean to true will cause a crash that isn't easily recoverable when you compile. Leave it set to false until later in the video when the logic is replaced at 37:00 and then it should work fine.
I was having this too. Thanks
Thanks for catching that! It seems like that toggle causing a new issue in every version. I'd think Epic would have it working by now lol.
Thank You so much...i don't understand why...but crash is real
Oh my God, my blueprint cannot be opened. It crashes when I open it. How can I restore it completely?
@@lee-wm9hk Unless you have some sort of version control, you are a bit out of luck. I had this happen to me and had to start my build from scratch. Look into some form of version control as it is a huge lifesaver
Excellent
Quick tip about the transition rules not appearing. I just found out that you can get them to reappear if you zoom out and back in real quickly (or zooming to a value of -5 and then back in). Saved me a ton of pain from backing in and out! Love the content, keep it up!
Youre a wizard , thank you for the tip
The Best!
If we do not bounce, but only go off the ledge (only falling, without jumping), then the TimeFalling variable will never be reset and the value will constantly accumulate. To avoid this, reset the Time Falling variable when the JumpApex State becomes relevant. Thanks for the content, I really like it.
Thank you for this!
where do i do this, in the character update state data ?
Would love to see a tutorial on Overlay State
Shouldnt there Z be 1000 not -1000? at 24:02 because -1000 shoots the trace upwards not downwards and it always shows ground distance to be 0. If we change it to positive 1000 it shoots it downwards and we get normal distance from ground
You should open up all anims and play them and explain the curve (if any) (this time is jump anims) to see how they are made (for people who use custom made anims)
this^^
The transition from the jump apex to falling is a little sharp. Is there a way to smooth it?
My TimeFalling variable is not changing value. I've debugged IsInAire, IsJumping, and IsFalling to be happening at the right time. If i manually set time falling, on both sides of the branch connected to the 3rd pin, Jump recovery additive animation will play. Seems like in UpdateCharacterStateData, The third branch never gets the value from adding TimeFalling and DeltaTime. If I print TimeFalling to screen, it never changes. When it's manually given a value on either side of the branch, that value is printed on screen when about to land as expected and animation plays. How can I debug why these two variables won't produce a value as in the tutorial? I have actually done this tutorial once before and successfully got past this part. I've compared as best i could for the past few days. Just figured I'd ask.
regardless, this series has taught me a lot about UE, and grateful for the effort.
Ethan for president of Unreal
How can we create a GroundDistance curve for our falling animation? I saw you create a Distance curve in the Distance Matching Stops video, but that was on the XY plane. How can we create one for a falling animation to know how far away we are from the ground?
My Break Hit Result Distance value seems to always return zero, and I am unsure why.
@@marissamanley1218 I think because you subtract a negative value of the Z axis of the Actor Location. I believe you should subtract 1000 instead of -1000. Otherwise your sphere trice will shoot up in the air instead of to the ground.
@@GameStudioAbattoir thanks!
At 33:09, for some reason, I am unable to find the plain 'Blend' node. I have Blend by bool, Blend by Int, etc. But cannot follow after this point as I'm kind of new and now sure how to fix. This series is amazing though. Thanks for posting. Hopefully I didn't break anything serious.
I had the same hiccup. Turns out it's now called a Two Way Blend
Two Way Blend node
Thanks for the replies. That was it.