I'm working on my own Locomotion Project. Anyone can follow the tutorial as usual, but if there are any modifications needed on your end, I'll make sure to notify you.
I have set up the exact same work that you have done in this tutorial. However, I have used a 2D blend space for the locomotion. 4 directions. The locomotion works but the dodge rolls do not execute. If I use a 1D blend space the dodge rolls work. But the character is not facing left and right when moving. So the rolls don't match the runs. Would you test this on your setup and let know what you get for results.
You need add BOOL ON/OFF to dodge. -Make a new variable (boolean) name it INVIS -Go to your Dodge blueprint and add INVIS BOOL ON before dodge animation and OFF when animation end (If you want u add delay for OFF time(Example your animation's lenght 1 sec. you Check ON invis bool add delay (1sec) and after that CHECK "OFF" your BOOL -Go to your "Event Any Damage" event and add BRANCH (connected with your invis boolean. if your invis bool ON you dont connect line with damage part if your invis bool OFF you connect that line to your damage part. in short....you need boolean for checking dodge start and dodge end.
Building this doesn’t really matter if you can’t find a way to get ahold of animations to link it to. Guess I got to now look up a tutorial on how to make an animation and build it from scratch. Since Maximo has 2 roll animation sequences which makes your character slide across the map when you walk.
Are you using the complete 3rd person Blue Print template? If so, you are just adding this dodge roll code into the existing 3rd person BP and the AnimBP, correct.
@@LocoDev The reason I wanted to know is because I want to use my own animations and my own character. Will your dodge Roll setup work with a simple 1d blend space?
@@LocoDev I posted earlier today. I found that when I went back to the state machine that I created for the 2D blend space, I did not insert a default slot in between it and the animation output pose. I did not think that would make a difference for getting the dodge roll montage macro to work. I inserted a default slot at that state machine location and the dodge rolls now set up with the macro work. It is a little confusing to me but it does. Thanks for listening. What I really want is to be able to use a 2D blend space for the 4 direction dodge rolls integrated into the locomotion 2D blend space. That is more complex. If you have any thoughts on that, I would really like to see them.
I was able to get this somewhat working with Manny but not with Paragon character. Also my left and right roll look weird. Going in a strange direction. Im getting closer though.
Super important step is going into your animation blueprint. Go to where your state machine hooks into the result node and in between that connection add in a new slot. It should already be named “default slot”. After this go into your montage and make sure it is using this new “default slot”. Hope this helps someone!
Thank you for always posting good tutorials!
Great tutorials, I have one question. Why don't you use ue5 3th person templates in tutorials?
I got my answer from previous video, you're building your own locomotion system. 👍🏻 Awesome thanks for tutorials btw
....which is sooooooo much better than the Third Person template...@@hsyncnbayraktar !
I'm working on my own Locomotion Project. Anyone can follow the tutorial as usual, but if there are any modifications needed on your end, I'll make sure to notify you.
I have set up the exact same work that you have done in this tutorial. However, I have used a 2D blend space for the locomotion. 4 directions. The locomotion works but the dodge rolls do not execute. If I use a 1D blend space the dodge rolls work. But the character is not facing left and right when moving. So the rolls don't match the runs. Would you test this on your setup and let know what you get for results.
where can i find those animations?
looks nice is it possible for me to chanchge the back roll to a back flip and if yes how and can I just add this to animation sample
Yep, you gotta make your own state machine with your own set of rules within transition states
@@LocoDev thanks
How would you add i-frames to this function?
You need add BOOL ON/OFF to dodge.
-Make a new variable (boolean) name it INVIS
-Go to your Dodge blueprint and add INVIS BOOL ON before dodge animation and OFF when animation end (If you want u add delay for OFF time(Example your animation's lenght 1 sec. you Check ON invis bool add delay (1sec) and after that CHECK "OFF" your BOOL
-Go to your "Event Any Damage" event and add BRANCH (connected with your invis boolean. if your invis bool ON you dont connect line with damage part
if your invis bool OFF you connect that line to your damage part.
in short....you need boolean for checking dodge start and dodge end.
Amazing thank you
Building this doesn’t really matter if you can’t find a way to get ahold of animations to link it to. Guess I got to now look up a tutorial on how to make an animation and build it from scratch. Since Maximo has 2 roll animation sequences which makes your character slide across the map when you walk.
There is ways to fix that instead of building from scratch. Welcome to game dev following tutorials lmao
Are you using the complete 3rd person Blue Print template? If so, you are just adding this dodge roll code into the existing 3rd person BP and the AnimBP, correct.
Correct.
@@LocoDev The reason I wanted to know is because I want to use my own animations and my own character. Will your dodge Roll setup work with a simple 1d blend space?
@@LocoDev I posted earlier today. I found that when I went back to the state machine that I created for the 2D blend space, I did not insert a default slot in between it and the animation output pose. I did not think that would make a difference for getting the dodge roll montage macro to work. I inserted a default slot at that state machine location and the dodge rolls now set up with the macro work. It is a little confusing to me but it does. Thanks for listening. What I really want is to be able to use a 2D blend space for the 4 direction dodge rolls integrated into the locomotion 2D blend space. That is more complex. If you have any thoughts on that, I would really like to see them.
Thanks.
You're welcome
how to work with this in replicated method
perfecto
Not working for me. working on 5.3.2 set everything up exactly as your tutorial.
Can you tell what exactly is not working?
IT simply does not fire off the roll animation after pressing the mouse button and holding down W key.@@LocoDev
I was able to get this somewhat working with Manny but not with Paragon character. Also my left and right roll look weird. Going in a strange direction. Im getting closer though.
where to get those animation tho?
he doesnt upload them but if u want i can send a google drive link with some mixamo anims i cojnverted
@@exlpyro I know im butting in but i would love for those animations if u still got them
couldn't find them but there's some in a yt vid description that i linked
Is this tut ue5.3?
Hello, this is for 5.0
@@LocoDev Makes sense as "is Input Key Down" is not available to me on 5.3
@@konquezt uncheck context sensitive when you search "is input key down"
Super important step is going into your animation blueprint. Go to where your state machine hooks into the result node and in between that connection add in a new slot. It should already be named “default slot”. After this go into your montage and make sure it is using this new “default slot”. Hope this helps someone!
THANK YOU SO MUCH!