walk to swim transition question
After checking "Is Swimming", add a branch to check the relative Z position of your character and the physics volume.
You can do this by getting the bounds of the volume and adding the Z bound component to the volume's origin Z to get the Z position of the water's surface (top face). Then check your character's Z location and compare it to the water surface Z position and make your assessment from there.
e.g. Branch true if (WaterSurfaceZ - PlayerZ) > 50, false otherwise.
This will ensure the character's center point is at least 50 units submerged before triggering swimming logic.
Hope that helps!
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