Stuck on Dash Blueprint

So I’m having some issues developing a “Dash” feature.

Basically when triggered I want to make it read current velocity and increase it based on the current player direction.

I know Launch Character is the best method to do this, and it’s best to make sure it can be applied if the player is on the ground. So I have the following simple blueprint so far.

Basically it works, EXCEPT, if the player is stationary he/she “Jumps”, I ultimately only want to make it so that this dash will work if the player is in motion (never stationary).

What I have tried (and did not work)
I’ve tried converting the vectors of Get Velocity and ensuring X & Y are not 0.
“Get Movement Component” → “Is Moving On Ground” (for some reason this is always true as long as the player is on the ground even if stationary)
I’ve tried making it based on a few other vector options but Get Velocity has been the best one for this purpose.

What I know, I know I’m jumping because no matter what in my current situation the Z velocity is getting set at +250 (half my normal jump velocity)

I think I may just be a little frazzled and my brain isn’t firing all my synapses because I know it’s possible to do this with blue prints I’m just completely fried as to how right now.

Aaand yep it was just a frazzle, not long after I got this posted I came up with the simple solution (boy can I be blank-stupid sometimes)… but we all have it…

So to explain flow here, we grab the velocity, if it isn’t 0 then we continue on, “Can Jump” is the function I basically use to detect if the player is on the ground (if they can’t jump they usually can’t dash), I know this isn’t the “proper” usage, but it works effectively for this application.

Of course, after that I in turn calculate velocity increased with a multiplier, now since when you’re on the ground your Z velocity remains 0, I add 1 to it before the multiplication at which point I increase the 1 by 250 (half my second jump in my double jump velocity)

This looks great FlyingMongoose. Quesiton, will people be able to Dash then Double Jump? That just seems like something fun to do in a game.

Remove the “Can Jump” parameter check and it will work (with your Double Jump Blueprint), btw I’m active in the freenode IRC #unrealengine channel right now.

Well let me correct myself actually, disabling the “can Jump” check allows the dash to have the “second” jump of the double jump triggered (meaning you get a dash half jump + a 500 z velocity jump, in combination with your dash)

If you’re talking about a “bunny hop” kind of set up… I’m working on it :wink: getPressedJump is the boolean associated in making this work, it would probably bridge in with the primary double jump.

I’m still working on trying to figure out wall jump.

I got wall jump working :slight_smile: (will be on IRC most the day tomorrow)