[Question] Adding jump anticipation

The characters jump_start animation has an 8 frame anticipation, I would like the jump to be delayed until the anticipation is completed. In other words, I would like the jump animation to be played for 8 frames before the character actually leaves the ground. How could I achieve this with blueprints?

The basic idea is that you’d like to override jump behavior here. To do that, when key is entered, you’d like to re-bind parent jump to your jump, and in your jump, you’ll play animation instead of doing jump. Once animation is played (via notify), you’ll trigger real jump. (Character.Jump)

The tricky part here is to override key action. For next release, we have a way to override parent binding (bOverrideParentBinding), and once you do you can override jump to your action, but right now you’ll have to override INI file key binding. Please check DefaultInput.INI/BaseInput.INI.

Thanks,

–Lina,

So if I understand this right until the new build you basically create your own jump then just point the keybinding to your jump. So not overriding but just disabling?

Since Beta 6 has now been released (which includes Blueprint Comms), you should now be able to perform the steps outlined by Lina.

If you are having a specific issue during implementation, feel free to make a new post with details regarding your issue.

Cheers

Did you manage to implement this?

Hi Alex3d,

This is an archived post from our beta. It may benefit you to ask this question on the AnswerHub to get an answer if this is something you are looking to implement in your games.

Thanks!

Tim