I made it so that the thirdpersoncharacter teleports in the direction he’s facing, but I don’t want it to be instant. I want it to be more like a dash effect.
Do any of you know how to slowly add the getactorlocation vector, or really add any vector so that the transition from spot A to spot B isn’t instant?
I tried using timelines but that didn’t work out well, and for some reason, he goes zooming for a few seconds whenever I do use the timeline even when there’s no variable plugged in. and I don’t know how to plugin vectors determined from outside the timeline into said timeline because none of these vectors are a fixed number.
mmm… there might be other issues with this setup but my first thought is to plug in Get World Delta Seconds in to Delta Time (this is what to do always afaik)… I usually set the Interp Speed to 5 as a starting point
I did what you told me to but now it cut back the teleport distance by a megaton Is there anything else you may want me to show so you have a better idea of what may be wrong?
I don’t think I can do that. I’m aiming to move forward in the direction the pawn is facing.
Example: If he’s facing left and I push the teleport button he goes left).
My endgoal is to have a dodge system like Dark Souls/Bloodborne. The problem is, rootmotion animations didn’t give me the freedom to be as versatile with my actions as I wanted so I thought of trying this instead with an inplace animation as the cherry on top.
I know what you’re talking about and I believe I solved that problem earlier. He seems to move in the direction he’s facing just fine. It’s all a matter of making him not teleport.
ok… so the direction is fine… but the speed is wonky…
I think what is causing the teleporting is that you are dynamically feeding in the player’s position into the target position… set the target position just once as a variable when the player hits the dodge key. Then plug this variable vector into the target. Honestly though, I’d suggest a timeline and lerp, because the player’s current position will remain changable