Excuse me guys, I want to setup my character movement to almost like Ghost Recon Future Soldier. Is there any way (tutorials) to plan my inputs, so I can execute that planning in blurprints?
My problem now is that I don’t understand how the input system works within UE4 … so in case you have time to read what I want to do and my current setup, there they are:
My basic movement situations: (3 states)
Up State:
- Idle
- Walk
Mid State:
- Crouch
- Sneaking
Down State:
- Prone
- Crawling
Sprinting State:
- with pressing W,A, or D and pressing Shift.
- in Sprinting State the player can slide by pressing Spacebar.
The problem in my setup is that I want just one thing to be active at the moment (when walking is true then every thing else is false) so I can setup my AnimBlueprint easily and set just one boolean for each transaction between two animations. I can’t reach that with my current setup because Action Mapping works on the Tick and I don’t understand how it works. So here is my current setup:
(sorry, can’t take a screenshot because it’s large)
This is just the basic movement. The character will be in other main states like being in cover or hanging, so what I am asking for is a workflow or a plan to manage my inputs so there will be no conflicting like what I currently have now.
Sorry for the long talk.