I know this is an old tutorial, but after following along I found a little issue / came up with a solution. As you have it right now; if the player presses and holds the jump button, lands, and then lets go of the jump button, the gravity scale will be set to 4.5. This will cause the next jump to be very short, which definitely shouldn't happen. I found this could be fixed by making a branch off of Release Jump and checking the Character Movement 'Is Falling'. If true; set gravity scale to 4.5 and stop the timeline. If false, just stop the timeline.
Thanks a lot, dude! This is brilliant and a huge help. I've been working on getting the character to stop and skid like Mario does when he comes to a stop, changes direction or lands.
In your IsFalling? Function you can add another check to see if your current velocity.z is < 0 and hook that up with an AND check with IsFalling and plug that into your branch node. This ensures you only increase gravity when you are falling down and not when you are jumping up. IsFalling will return true as long as you aren't touching the ground. This includes if you just started jumping.
Nice tutorial man! Little tips, you can replace your branch & counter structure by using a Do N then a Switch on Int. On landed go to Reset the Do N counter :)
Hey I have a question, how do I make the double jump sound effect? Like the samus double jump, that one sounds plays in the first jump, and the second sound on the second jump, how can I do that in ue4? please help
This is a great tutorial. Thank you! I am noticing that the second jump launches the character a lot higher at the apex of the first jump. If you jump once and let the character fall for a little bit and do a second jump, it is much lower. Solution for this?
Hey, I haven't tried it and to be honest it's not something I'm interested in at the moment. My best guess would be using line traces and root motion animation. I know there's a couple tutorials about Root motion ledge vaulting which may not be what you want, but it'll get you closer to what you need. Hope this helps, good luck
The first jump's physics work really nice, but I cannot perform a double jump at all (nor triple). I've checked many times now and I've done the same setup as you have instructed. Was there more to setting up the jump counter that isn't described in this video?
the Gravity Scale variable comes from the Character Movement component. Try rightclicking somewhere in the blueprint, untick the box in the top right of the search, then type it in :)
How about do something advanced... maybe how it can be done with double animation during double jump ? Or, make a different acts on simple falling and the jumping, which is not the same, somehow 10 of 10 tutorials considering that it is.
I know this is an old tutorial, but after following along I found a little issue / came up with a solution.
As you have it right now; if the player presses and holds the jump button, lands, and then lets go of the jump button, the gravity scale will be set to 4.5. This will cause the next jump to be very short, which definitely shouldn't happen.
I found this could be fixed by making a branch off of Release Jump and checking the Character Movement 'Is Falling'. If true; set gravity scale to 4.5 and stop the timeline. If false, just stop the timeline.
god bless you, you absolute legend i've been looking for this tutorial for the past 400 years
Very educational. This timeline node intrigues me. lol. Something new to add to the tool kit. thanks again.
Thanks a lot, dude! This is brilliant and a huge help. I've been working on getting the character to stop and skid like Mario does when he comes to a stop, changes direction or lands.
thanks for the updated one, this is a lot better explained and presented than the last one! (no offense meant, it shows you've improved!)
In your IsFalling? Function you can add another check to see if your current velocity.z is < 0 and hook that up with an AND check with IsFalling and plug that into your branch node. This ensures you only increase gravity when you are falling down and not when you are jumping up. IsFalling will return true as long as you aren't touching the ground. This includes if you just started jumping.
Is it okay to explain in greater detail? I don't know how to reference the z velocity or what should be plugged into what.
@@DemonicDevilDiran Did you ever figure it out?
Nice job man keep up the good work
You Can Do More Of These Man This Is Great More Improvement On Basic Movement !!!
Yes! Been searching all over for this! Great video!
Amazing work and a really well explained tutorial. Kudos
Nice tutorial man!
Little tips, you can replace your branch & counter structure by using a Do N then a Switch on Int.
On landed go to Reset the Do N counter :)
This also worked when adding the double jump
Thanks!
Thank you so much dude! You explained it really good !
Excellent- thanks so much for this!
I Subscribed :) Keep making These type of videos :) we will support you :)
for me the character glides down slowly when I step from a platform, why would this happen?
Hey I have a question, how do I make the double jump sound effect? Like the samus double jump, that one sounds plays in the first jump, and the second sound on the second jump, how can I do that in ue4? please help
This is a great tutorial. Thank you! I am noticing that the second jump launches the character a lot higher at the apex of the first jump. If you jump once and let the character fall for a little bit and do a second jump, it is much lower. Solution for this?
Oh, this is easily solved by checking the ZOverride Box on the bottom of the Launch Character Function if anyone else is having this issue.
@@andrewpalladino8480 dude if this works... Ive been trying to figure it out for a week.
@@andrewpalladino8480 Dang, 4 years later and this came in handy, thanks!
hey man incredible tutorial.. can you create a jump like in Assassin's Creed where the character jumps from one beam exactly onto another beam??
Hey, I haven't tried it and to be honest it's not something I'm interested in at the moment. My best guess would be using line traces and root motion animation. I know there's a couple tutorials about Root motion ledge vaulting which may not be what you want, but it'll get you closer to what you need. Hope this helps, good luck
Hey man great tutorial! I'm receiving an infinite loop from my timeline. Do you know what could be causing this?
The first jump's physics work really nice, but I cannot perform a double jump at all (nor triple). I've checked many times now and I've done the same setup as you have instructed. Was there more to setting up the jump counter that isn't described in this video?
I can't see the variable for gravity scale. What might be the fix?
the Gravity Scale variable comes from the Character Movement component. Try rightclicking somewhere in the blueprint, untick the box in the top right of the search, then type it in :)
@@donaldclark2735 THANKS!
I dont know why, but you sounds like Rowan Atkinson when hes not performing
(which is cool)
He's a great guy, I'm honored!
How about do something advanced... maybe how it can be done with double animation during double jump ?
Or, make a different acts on simple falling and the jumping, which is not the same, somehow 10 of 10 tutorials considering that it is.
I'll consider it :)