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Dodge roll animation rolls character out of places and camera wont follow the movement when animation is in play.

https://www.dropbox.com/s/2zvrhznp3hjntvh/Screenshot%202015-09-30%2000.04.19.png?dl=0

https://www.youtube.com/watch?v=KhVZ3B-loU4&feature=youtu.be

There is my blueprint config for that action and a record which shows exactly what it does wrong currently :)

Product Version: UE 4.9
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asked Sep 29 '15 at 09:14 PM in Using UE4

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kaamoz
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avatar image mirsabayu Sep 30 '15 at 03:35 AM

are you forgot to set the root motion ??

avatar image kaamoz Sep 30 '15 at 06:51 PM

My skeleton doesnt have root bone, so is there any way to set movement capsule follow character mesh during dodge? and if so, how is it coded in blueprint? im am not too far from beginner level so... :)

avatar image maranbe0 Sep 30 '15 at 07:08 PM

I believe the main problem you are having is that your animation actually moves in space, instead of being moving only in its axis.

If you look at the player blueprint viewport, you'll see that the 'boss' of player is the capsule component, and you can't change the position of it in the world, because it is the base for your character. There is no easy way around it, you need to either fix your animation so it performs the animation but it doesn't actually move in space or alternatively you can 'hack' by using a timeline to move your rolling animation back in space as it moves forward, so even if it is moving in space, every frame you push it back, so it looks like it isn't moving, and then you move the whole player (capsule).

Sorry if I was little confusing, but if you have access to the animation or if oyu did it yourself is better to fix it in Maya so you get in the habbit of doing animations like that. (If you look at the walking/running cycles they don't actually move the player in space, they only feel like they're moving)

Cheers!

avatar image kaamoz Sep 30 '15 at 07:28 PM

Thanks for a very informative reply mate! :) i can actually change the animation so that it plays in place. But how can i code it then like this. Press V -> dodge roll animation plays off but also the capsule component needs to move certain amount of length in world. So that it doesnt do the roll in place when play testing. The length of the capsule movement should also be fixed so that the player dont have access in any control during the animation. Im talking about tera/guildwars2 etc dodge roll mechanics. When pressed dodge key -> character dodges say 2 metres. If i just know how to do forced capsule movement during animation play i would be golden here :D

Btw sorry for my english, not so topnotch :)

avatar image vydraf Dec 22 '15 at 02:07 PM

i have very same problem with 5 animations i am using :D do you have a solution how to fix it so it looks kind of ok when playing?

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Hello

Try the Launch Character funcion, here is an example:

alt text

When I press the "V" key, it triggers the custom event that launch character forward.

The effect is like this video, but note that as I don´t have a dodge animation, when the character is launched forward it uses my running animation, ok?

So you have to use the launch character function mixed with your custom animation. You could use the "Play Animation" function in the same custom event to launch, for example.

Here is the video: https://www.youtube.com/watch?v=-Tx3wJgG2TI&feature=youtu.be

launch.png (350.8 kB)
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answered Dec 22 '15 at 03:04 PM

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FilipeTessaro
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