With graduation follows mixed feelings of surviving in modern reality - we have a large enough population quantity for businesses to hire with quality in mind more often. Good hunting!
Before you start anything, install the Motion Warping addon. Motion Warping is a UE feature that allows you to dynamically adjust a character’s root motion to align with targets. It is particularly useful for animations where the character needs to move to a specific location.
Today's topic is creating a flexibly automatic slide-across-platforms state for the player.
Import your vaulting animation FBX file, then enable Root Motion in it. Convert it into an Animation Montage when all said is done. Doing so will allow you to create notify states for determining Motion Warping starts & ends in the Animation Blueprint.
My ideation of vaulting has 3 transitional states of start, middle, and end. For each individual state, I make a notify state to represent them. In the context of Motion Warping, a notify state tells the game when and where to adjust the character’s movement to make it look natural, according to your customized settings.
Up next, the system needs a way to know if the player wanting to slide is approaching a slidable object. The Trace node is a detection node; it creates geometry that will travel to a destination which will message the system if they have collided with non-destination objects.
In my own learning terms, what the Vault function does right now is fire red wire-like lasers at the origin point (of triple 0s), spawning green spheres when they hit something.
To aim your tracers at the front of your player, get the system to fetch its forward location. However, the original vector value is rather small, so add a multiplier node to make it visibly longer. Times 180 is long enough to collide with exactly two player meshes in the front.
Let the system eat data.