How do I stop moving after I attack?

Ok so I have a button that when I press it, I want it to attack, stop moving, and then allow movement again. However, when I press this button continuously, it will create unwanted slides. Anyone know how I can fix this?

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I’ve watched those a ton. I think I figured out a different way somewhat last night. I don’t use the character bp to trigger an animation. Instead I use interface messages to tell the anim bp to go to an anim state. The goal was to click a button which would trigger an attack. The attack would be in place (thus restricting all movement) The problem was that when I pressed the attack button repeatedly, I would slide. I fixed this by using the “stop moving immediately” function instead of the set max walk speed to 0 (which was allowing for a slide). It was ■■■■■ to figure out because I had tried literally a hundred other ways that all seemed very logical, but kept allowing for a slide if I kept pressing the attack button. Using the stop function immediately works pretty good, although there seems to be a very slight bit a slide thats like two inches that doesn’t bother me cause it looks insignificant. The real issue lies with manipulating the character movement to completely shut down for about a second until the attack is complete. (if you still have any suggestions about this perhaps?? :slight_smile: :)) I tried not allowing input from the controllers too, but somehow this did not work. (maybe there is something i didn’t think about here too?) Anyway, the problem is 95% resolved, besides the tiny bit of slide. maybe you know.

Which moving are you talking about? I guess, you’re using not correct properties for blueprints. If you have a time then watch the tutorial about character which can move, punch, jump, etc. It will work properly if you watch the tutorial. There are 22 step-by-step videos of this tutorial.

I think I figured it out last night. I got it narrowed down to a minuscule slide that is hardly noticeable

Hi, I might be late, but I think this is the solution I have. on your attackInput Set a variable “IsAttacking” on, add a delay, then turn the variable off. Create a new branch in your movement input, put the variable “IsAttacking” under its condition,
then connect the wires to false.

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Use Delay, Which Means After 0.5 Seconds It Will Repeat, Allowing The Animation To Complete To An Extent, Then, You Can Do Various Things Such As “Stop Movement Immidietly” (Yes Thats A Real Thing lol) And OR Directly Attack The Players Compenent Movement, By Enabled Or Disabled It, If True Enabled, If Lft Alone Then Its Off, Then You Can Reset And Enable At The End Of The Animation Or Once Its Played With A Delay, Animation Playing, Delay Till Finished Or Close, Then Enable, Repeat

Worked like charm MANNNN!!!