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First question completely depends on your project and your needs, I'm not able to make any comments about it without seeing some code. Second question, why not? Changing animation asset references during runtime doesn't make sense. Instead, you can just store each animation you need within class, and play the one you need during gameplay. About third question, I think you can get the answer easily by checking out definitions of those functions in the source code |
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Hi !
I'm curious about some technical choice regarding the turn in place feature.
I'm currently trying to build a arpg like combat mode on top of this locomotion system, my plan here are to add custom overlay state for each combat posture. Its working pretty well till now and this system its great but I'm having issue with the turn in place feature, I have some glitches when I do 180° turn. I want to customise the way my character turn using someting similar to this
https://www.youtube.com/watch?v=P9TLla3c13s&list=PLn6mfStdbB_7BBWCkEVztYXx0cbcCJfV2&index=6&ab_channel=DeathDiary
I came across this piece of code
and those structures and variables
My idea is to modify the structs to a Map with an OverlayState as key in order to turn with the correct animation based on the active overlaystate (ie: in combat mode ? -> do some nice pivot mouvement)
I'm curious about several things :
EditDefaultsOnly, BlueprintReadOnly
? allowing to dynamically change those value would make possible to easily change the turn in place behavior regarding the current character mode (in fight ? -> turn faster would make the character looks less "chill" ) But I'm not an unreal engine veteran and i'm not sure what are the impact of BlueprintReadOnly and BlueprintReadWriteBeta Was this translation helpful? Give feedback.
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