Vault blueprint / jump over

hey guys, i have a vault blueprint, with an ‘in place’ animation, but i have a problem, when i jump over someting, my char stays in place, and i want to know how can i make my char capsule colision moves forward when i do the animation, how can i do that??

What you want is to have root motion in your animation turned on.

And then make sure that you’re adding whatever you’re vaulting over to your ignored actors for collision so your character isn’t colliding with the thing they’re trying to vault over.

but when i disable colision with the wall to vault, my char overlaps it :confused:

That’s more an animation problem, but if you never turn off the collision, the cylinder on your character will hit the thing you want to vault over and the engine won’t let you pass. The way we do it here is turn off collision and just make sure that the animations line up with where the object is. Not sure if there’s a better way, but we haven’t found it yet.

okay, i understood that, but, when i turn off the collision, my char pass by the ground too, i think i could use a custom event when i press jump it’ll check if i can jump over and turn off colision, but when the colision is off, my char freezes :confused:
in this case i’ll have to use root motion?? and root motion animations should only have Y and X axis animated?? or i can animate Z too?

Hrm. Can you take a screenshot of what you mean?

So you should be able to animate in all directions I think, but the way we do it is we leave the skeleton’s root at the bottom of the capsule and just offset from that in the animation. We’re kind of constrained to 2 dimensions for gameplay reasons though, so I haven’t tried to animate Z with root motion. Try it out and let me know what it does :stuck_out_tongue:

i made a little vídeo showing my blueprints and what i wanna do, if you could show me how to disable the colision or something :smiley: - YouTube

Can you show what it does when you try to add the sandbags to the character’s move ignore actors with MoveIgnoreActorAdd/Ignore Actor While Moving?

thanks man, i have found a better way doing this —> Unreal Engine 4 Vault / Jump Over System - YouTube

2 things.

  1. I noticed you unchecked “Enable Root Motion” in your animation before leaving your animation. To preview the effect with root motion there’s an option under the “Show” menu in the animation viewport called “Process Root Motion”. Try checking that and making sure it looks right.

  2. In your BP I wouldn’t disable collision with everything, just the actor you want to jump over. You want to call the “Ignore Actor While Moving” function on your capsule passing in whatever the sandbag actor is.

Edit: just for my own curiosity, what are you using to capture? o.O

That works I guess. I think you were onto something better initially though. You should be able to have it just play a montage with root motion when you run up. This way seems much more complex than your first way.

Anyway, good you figured something out. You should move binding your functions to beginplay instead of on tick though.