Locomotion system design approach
I'm starting to implement a locomotion system for my character, and after reading/watching lots of tutorials about blendspace/state machines, I'm stil hasitating about the way to go:
What I want is basically this: - Character rotation movement is only 0/45/90 etc (degrees) - Lateral movement for left and right only (for speed under a certain value) - For backwards, steps facing forward when slow speed, and then rotate 180 deg. and full run animation. - Run in all directions.
Now, I could make a prototype with a blendspace and its more or less working. Problem is,I need to change specific animations of blendspace (i.e. Idle animation, or lateral steps animation) depending a game state (variable x). Also would like to implement momentum effects when changing directions. I read over there sate machines don't scale very well, so how should I implement it ? Multiple state machines? No state machine at all?
asked Oct 01 '17 at 12:38 PM in Using UE4
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