x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Where do you assign a animation to a mapped button input?

Hey guys! So I have mapped all my button and key inputs and was looking to assign a animation to be trigger to each. I have yet to find this looking through all the example files. In the sidescroller template press spacebar/gamepad A button will start the sequence that is in the animation graph. if i wanted to assign a specific animation to be triggered by a different input how would I go about that?

Product Version: Not Selected
Tags:
more ▼

asked Apr 19 '14 at 11:58 PM in Everything Else

avatar image

PhoenixWo1f
0 8 9 10

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hi,

There's probably a couple ways to set up what you are trying to do. The first is using states in the Animation Blueprint that can be entered when a specific input is pressed. In the side scroller template, in the AnimGraph, the JumpStart state will be entered (playing the anim inside) whenever the bool 'IsInAir?' is True. Similarly, you could set up any number of states and animations that you could fire using variables like 'ShouldPunch?' or 'IsInWater?' or whatever in their transitions. For instructions on how to pass those variables to your Animation Blueprint, take a look at this question: LINK.

Second, you could use Animation Montages to play whichever animation that you want for a specific key press. A Montage will play on a Slot node in your AnimGraph without having to have an individual state for each mapped animation. Detailed documentation on montages and how they work here: LINK.

There are situations when it makes more sense to set things up the first way and others where the second way is probably better.

Good luck!

more ▼

answered Apr 20 '14 at 02:29 AM

avatar image

Ray Arnett STAFF
1.4k 45 17 71

avatar image PhoenixWo1f Apr 20 '14 at 04:01 AM

Thanks for replying so soon.I was able to follow the setup until the last part. I have not been able to access those variables from My character blueprint in the HeroTPP_AnimBlueprint. What am I doing wrong?

avatar image PhoenixWo1f Apr 20 '14 at 06:21 AM

Nevermind, I got it. Thanks

avatar image Ray Arnett STAFF Apr 20 '14 at 09:08 PM

Nice, glad you got it sorted out.

avatar image altermindcoder Aug 31 '16 at 06:11 PM

I think many users would be grateful if you explain how you got it working, that's how this web-app works, explain how to fix problems...

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question