Dodge Roll and Dash Step Movement - Unreal Engine 5 Tutorial

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Cobra Code

Cobra Code

Күн бұрын

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Learn how to implement the best method for dodge roll and dash step movement. Many tutorials use the launch character node to move the character during a roll, but this method is prone to bugs and you character launching off of ledges. In this video I will introduce my method that also works without root motion and is not animation dependent.
There was a roll animation set free on UE marketplace in the past, so you might already have this in your library: www.unrealengine.com/marketpl...
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Timecodes:
0:00 Intro
0:37 Implementing the dodge roll movement
6:23 Switching over to the dash step
8:10 About the launch character method
9:12 About the root motion method
Awesome root motion example on twitter:
/ 1520467784987201536
Used Assets:
Icons made by Freepik (www.freepik.com) from Flaticon (www.flaticon.com/)
#cobracode #gamedev #madewithunreal #indiedev #gamedevelopment

Пікірлер: 134
@CobraCode
@CobraCode 2 жыл бұрын
Finally took some time to take a deeper look into dodge movement and released this to share my method! I also just noticed there is a dash type move in Lyra so want to analyze that in the near future and share that method in case anything noteworthy is going on.
@lomzogaming3631
@lomzogaming3631 2 жыл бұрын
YOU HAD ME @ SPRITE
@aetherneos6438
@aetherneos6438 Жыл бұрын
I will have to check method used in Lyra as well!
@tinzyable
@tinzyable 2 жыл бұрын
I've been searching for ages for a non "launch character" based method... This was fantastic, thanks!
@yourmajesty9025
@yourmajesty9025 13 күн бұрын
Actually, this is a bad method. It is not frame rate independent. The roll happens much further if the frame rate drops. Have you found how to deal with this?
@jaguarh5321
@jaguarh5321 Жыл бұрын
I was lucky that YT suggested this video to me, Launch method is a nightmare compared to this, having to fix the friction issue from edges, while in air, while on land, ... etc everything was horrible, BUT with velocity inspired method, things moved to heaven right now. I really appreciate this tutorial
@ryancaillouette6771
@ryancaillouette6771 Жыл бұрын
Fantastic method. Fixes the ground friction problem where you launch far in the air but not on the ground. Works for first person too. Endorsed!
@TrackstarOP
@TrackstarOP 7 ай бұрын
Amazing tutorial man! The best thing about it too is that its very easy to follow (which is great, considering I just started UE5 2 weeks ago). I also wanted to keep the "Jump" input for my game, so I just made a brand new input called dodge roll and, viola, worked like a charm. Thank you! 🙌
@wardredd6394
@wardredd6394 2 жыл бұрын
Ok let me tell you something your quality... is top tier.. I really enjoy how you go over all the other ways to do this at the start.. && your breakdown of blueprint is very easy to follow great work and I look forward to more of your content in the future.
@CobraCode
@CobraCode 2 жыл бұрын
Thank you so much :D
@YahyaDanboos
@YahyaDanboos 2 жыл бұрын
Man this has solved a huge issue I had with rolling and dashing in my games. Now my player can roll without flying like crazing when rolling off a ledge!
@CobraCode
@CobraCode 2 жыл бұрын
Awesome! I'm glad the video was helpful :D
@yourmajesty9025
@yourmajesty9025 13 күн бұрын
Have you found a way to deal with the fact that the character rolls much further when the frame rate drops?
@chameleonedm
@chameleonedm Жыл бұрын
Man this is an absolutely excellent tutorial. I'm currently setting up the movement controller for my 3d platformer in Unreal and you've answered a huge number of questions
@kevineleven131
@kevineleven131 6 ай бұрын
Fantastic! Thank you for explaining your reasoning. It really helps me understand the choices being made.
@nicholaswhite2377
@nicholaswhite2377 Жыл бұрын
Great video. I assumed that the task is solved in a similar way, but could not implement it due to lack of knowledge. Thank you!
@std_void
@std_void 5 ай бұрын
OMG this is so helpful and planty of information! Thank you so much!
@drphdmd7064
@drphdmd7064 2 жыл бұрын
Great tutorial! You've helped me very much.
@raulovejero8177
@raulovejero8177 5 ай бұрын
Super clear tut, thanks so much!
@magnaomega
@magnaomega 2 жыл бұрын
Wow! this is super useful! I have those issues that you mentioned in my own project! now with your tutorial, I can fix them! thank you so much for your time and share your knowledge!!
@CobraCode
@CobraCode 2 жыл бұрын
Thank you for always watching and commenting :D I'm glad the video came at just the right time!
@KunpenSayato
@KunpenSayato Жыл бұрын
Brillant ! Thanks for this bro !
@JKordero
@JKordero Жыл бұрын
Thank you. Work like a charm
@arkemal
@arkemal Жыл бұрын
You my friend ... are a very good teacher ! Thanks for this tutorial. Keep doing the good work!
@CobraCode
@CobraCode Жыл бұрын
Thank you so much :D
@omarassla
@omarassla 2 жыл бұрын
I don't know why i watched the whole video when i have nothing to do with Game development but i enjoyed it "also that last clip of the character flying was hilarious"
@CobraCode
@CobraCode 2 жыл бұрын
Thank you! Haha yeah I tried to find limitations of root motion and somehow that ended up happening.
@omarassla
@omarassla 2 жыл бұрын
@@CobraCode i mean- I have no idea what that is BUT YEAH COOL!
@Natehawke
@Natehawke Жыл бұрын
This way of doing dodge roll and dashes is excellent! I've tried a number of different ways of doing it and this produced by far the best result for me. Affecting the Z on the set velocity produced exactly the air dash feel I was looking for as well. Good stuff! 👍
@yourmajesty9025
@yourmajesty9025 13 күн бұрын
Have you found a way to deal with the fact that the character rolls much further when the frame rate drops?
@Natehawke
@Natehawke 11 күн бұрын
@@yourmajesty9025 I've not had this issue tbh. I should add that I've since moved on to a root motion solution for dodges and dashes, using traces and a move component to node to adjust distances. I still use this method for air dashing though! Not had issues with inconsistency - although I suppose the question is, do you need to fix the distance consistency of the dash, or do you need to fix the frame drops?
@CarloMercadoJudgementProject
@CarloMercadoJudgementProject Жыл бұрын
in the root motion method you can use motion warping to extend or reduce the root motion animation
@VinoVenitas
@VinoVenitas 4 ай бұрын
As always a real life saver. I wanted to avoid using Launch Character, and you're the only one who gave us a different option.
@CobraCode
@CobraCode 4 ай бұрын
Glad it was useful :D At this point I actually found an even better method though, so you might wanna check this out too. kzfaq.info/get/bejne/fbqCn9KJpsCRl5s.html
@VinoVenitas
@VinoVenitas 4 ай бұрын
@@CobraCode yeah I followed that one as well. But the plugin I made got the error: "Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs." so I has to use this method instead. But keep up the great work, you're helping me make games in UE5 which is awesome
@shinyduck258
@shinyduck258 2 жыл бұрын
Thanks so much for the video
@violentpixelation5486
@violentpixelation5486 2 жыл бұрын
You provide fantastic content for the #UnrealEngine independent game dev family. Big THANK YOU!
@CobraCode
@CobraCode 2 жыл бұрын
Thank you :D
@fidus5016
@fidus5016 Жыл бұрын
Velocity method-amazing
@AmjoodBasha
@AmjoodBasha 8 ай бұрын
Nice Vid, thanks! Any ideas on how will this work if you have a blendspace for the roll?
@CjKhepri
@CjKhepri Жыл бұрын
this is great! working on replicating this and running into a lot of difficulty though.
@KurrieSauce
@KurrieSauce Жыл бұрын
great video thanks a lot
@QuestQuenchers
@QuestQuenchers 2 жыл бұрын
This is amazing, would love to see a climbing mechanic tutorial, I've had no luck anywhere trying to learn that.
@CobraCode
@CobraCode 2 жыл бұрын
Thank you! Haven't really done a climbing system before but I might cover it's necessary for a game I'm working on and I've done my research :)
@QuestQuenchers
@QuestQuenchers 2 жыл бұрын
@@CobraCode that would be awesome, I've been looking everywhere so if u find the time to make a video about it that would be amazing.
@artdrawing6682
@artdrawing6682 Жыл бұрын
oh men thank you so much this relay help me 😘
@neon_light5608
@neon_light5608 Жыл бұрын
I love this channle so informative
@Iamthylabyrinth
@Iamthylabyrinth Жыл бұрын
Thanks for the video! Is there a way to make this framerate independent? I've tested this with different framerate caps and there are noticeable differences in the dash distance.
@dominikprincz4151
@dominikprincz4151 3 ай бұрын
Hi, nice vid! Is there a way to make the doodge go in the direction of the WASD inputs?
@deralufe9094
@deralufe9094 Жыл бұрын
Hello thx for the help! Anyway, since I am using just a 2D character, I am not using a montage, but rather just setting my flipbook, but it seems this negates the issue of the Z-Velocity, since I am still having an insane speed, after dashing over an edge, although I am using our override methode.
@abdulkarimjouhar
@abdulkarimjouhar 5 ай бұрын
Thanks!
@CobraCode
@CobraCode 5 ай бұрын
Thank you :)
@frastyxd
@frastyxd Жыл бұрын
Great tutorial! But I do have a question: since I'm working on a 2D project, "Play Montage" doesn't work for me, and "Set Flipbook" doesn't seems to work either. I also have a problem adding movements: as I followed your tutorial on how to make a 2D game, when adding movements that moves the character, it plays the running animation, not the one I desire. How do I fix it? Thank you very much!
@coryhuddart7365
@coryhuddart7365 Жыл бұрын
I have animations for forward, right, backwards and left, and am wondering what I would change when adding velocity for backward, left and right. Any ideas?
@HasimFN
@HasimFN Жыл бұрын
can u do this with 8 directional blendspace roll?
@mechanicalsmile7629
@mechanicalsmile7629 Жыл бұрын
Could you explain how I would apply this to a diagonal direction? As in I am moving forwards and to the right with W and D and press "dodge button" it only dodges forward.
@ForestBoyDev
@ForestBoyDev Жыл бұрын
when would be the best time to add invicibility into the code for the roll?
@wendersondeaguilar2452
@wendersondeaguilar2452 26 күн бұрын
If I want to keep the dash and dodge, what would I need to do and to change their values and distances ? Thanks for the vid tho
@BrianHamil
@BrianHamil 10 ай бұрын
Get a reference to the timeline and use the is playing function.
@simonvandenbroek6384
@simonvandenbroek6384 Жыл бұрын
you could also convert the rootmotion animation to a curve asset (csv file) using python inside whatever software the animator is working. so that animators can animate the root and you can still adjust the curves the way you currently do. animator just needs to run the script when exporting. this way you don't need to use the rootmotion inside the actual animation asset.
@mattsunreal
@mattsunreal Жыл бұрын
I'm getting an animation stutter at the start of my roll only when moving. It's something with the timeline that's causing it, but haven't figured it out yet.
@galberger3937
@galberger3937 Жыл бұрын
Hi. I want to keep the Dodge Roll movement and the Dash Step movement as two diferrent buttons. How to do that?
@prateek2136
@prateek2136 Жыл бұрын
This is so cool thank you for this tutorial i just have one question around 10:41 the character's sword leaves a glitchy shadow behind on the ground when animation is played this is something that keeps happening with me in my game when my character moves and I don't know what's causing it please can you help me out with it.
@CobraCode
@CobraCode Жыл бұрын
Thank you! I'm actually also not quite sure what is causing this, but I got it a couple of times since going from UE4 to UE5 🤔
@Arrkail
@Arrkail 2 жыл бұрын
i'm using a blend space to control the walking/run animation and it's interfering with the anim montage giving a very bad visual result. maybe you can point that out?
@CobraCode
@CobraCode 2 жыл бұрын
From my experience the anim montage should always take priority over the regular animation that is played in the animation tree like the blendspace you mentioned. Maybe the blend in and blend out time on the animation montage is set to a value that is too high for the particular animation you are using?
@XMolha
@XMolha Жыл бұрын
Hey there, first of all, nice video!!! I had one problem with mine and want to know if you know how to correct it. My character stops a little before entering the roll animation and a little after it. It kind of breaks the flow of the run animation. Do you know what may be causing this? I'm using the same blueprint as you are, only a different animation coming from Mixamo. Thanks in advance and keep up the good work!
@CobraCode
@CobraCode Жыл бұрын
Hey! I think this is most likely the Blend In and Blend Out time setting on the animation montage of your animation. By default it's 0.2 seconds which is probably too long for a roll animation and will make it look like your character is stopping. Should probably be closer to 0.05 seconds.
@Strawboie
@Strawboie 11 ай бұрын
Hi, great tutorial. Completely unrelated question: at 0:18 the character with the sword leaves behind little dark shadow artefacts on the floor during rolling. Do you have any idea what's causing this or how to fix this? I have the same issue and it's driving me crazy.
@CobraCode
@CobraCode 11 ай бұрын
Hey! Yeah I also thought that was really weird, but just ignored it since it wasn't the point of the video. Sadly I'm not quite sure how to fix that and that was the only time I ran into that issue.
@tuwumuch
@tuwumuch 3 ай бұрын
thank you, all other channels were doing root lock, and I wanted something different. How do I keep the velocity before rolling and coming out of rolling? it always seems to reset to 0.
@CobraCode
@CobraCode 3 ай бұрын
Hey, by this time I found an even better method. It does require C++ though and a bit to set up, it's super re-usable though. kzfaq.info/get/bejne/fbqCn9KJpsCRl5s.html
@tuwumuch
@tuwumuch 3 ай бұрын
@@CobraCode Thanks! I just finished your tutorial, and got it up and running. Appreciate your time on making these tutorials.
@justdude2599
@justdude2599 Ай бұрын
Did you ever try making that type of dash in network? Im trying to implement something similar in my game but its multiplayer and getting a lot of network corrections even with compressed flags in CharacterMovementComponent and stuff (not sure i set it up the right way)
@CobraCode
@CobraCode Ай бұрын
Hey, I actually found a more advanced solution for this. It's harder to implement, but uses UE's built in root motion system, so should be network ready. kzfaq.info/get/bejne/fbqCn9KJpsCRl5s.html
@aetherneos6438
@aetherneos6438 Жыл бұрын
Hey, great tutorial! This helped a lot with what I've been trying to do as the launch character method has too many unwanted issues associated with it. However, I was wondering if there is a way to also change the speed of the dash using this method. Ex. I want my character to have the same animation while traveling the same distance as is in your example, but doing it in half the time (quick dash). How would I do this?
@CobraCode
@CobraCode Жыл бұрын
Hey, I think you'd just have to change the play rate of the timeline. You can just right click in your graph and type in the name you gave your timeline to get a reference, then you can call set play rate on it and maybe set it to something like 2 to make it twice as fast.
@aetherneos6438
@aetherneos6438 Жыл бұрын
​@@CobraCode Thanks for the help! I managed to get the effect I wanted by shortening the Timeline graph down to 0.3, increasing the Play Rate of the Play Montage to 3.0, and then setting the "Move Distance" Variable to a really high number. lol Thanks for the help! :D
@matthewmcquiggin5832
@matthewmcquiggin5832 Жыл бұрын
how do i turn a flip book in to an animation?
@seemly543
@seemly543 10 ай бұрын
Im trying to add a roll in my 2D game. When my player rolls I want him to have a smaller collision capsule. I've tried coding in a toggle system in my collision capsules so that it switches to a smaller collision capsule when I roll, but I cant figure it out. Is there any way to do this?
@ithilien8103
@ithilien8103 Жыл бұрын
I did everything for the roll exactly as shown, but somehow the distance does not work. It's always the same distance as the animation has. I have disabled the root motion. I wonder if there's something else wrong with the animation.
@steinmov
@steinmov 5 ай бұрын
Hi, I found this to be a better way of implementing a dodge roll. Would you be willing to talk about how this could be used for side dodge rolls as well. So 3 directions.
@CobraCode
@CobraCode 5 ай бұрын
Hey, recently I actually released a new video with an even better method of doing this. It's a lot harder to set up initially, but it's reusable and a lot more consistent. kzfaq.info/get/bejne/fbqCn9KJpsCRl5s.html For side dodge rolls all you really have to do is change the direction of the force depending on the input.
@steinmov
@steinmov 5 ай бұрын
Thanks for getting back to me on this. I am an animator and not a programmer. That was why I liked this setup. Even though I am using a game ready character and skeleton, using root motion for dodges is just not the same as using UE skeleton. I am unable to get my skeleton to lock in to the origin position when enabling the root motion check box. I have to cheat and animate a roll dodge on the origin to get something close. I have watched your newer video (most of it) and I see that a type of root motion node is being used. Not sure at this point if that will work for me. I want to show off my animation in a level. So I don't want to get too complicated in the Blue prints. I will check out the rest of the new link. Thanks much.
@Lemniscate_Mike
@Lemniscate_Mike 4 ай бұрын
I just used your method and if my character is moving the distance doesn't actually get covered, the code runs exactly the same, but the character doesn't actually lurch forward. If I'm not moving the ground actually gets covered like you'd expect. Any ideas?
@jeromeb7973
@jeromeb7973 Жыл бұрын
Hi thanks for the tutorial.🤗 I have an issue though, if you can help please. I followed everything in this tutorial but my character only ever dashes right even when moving in another direction and I cant figure out why. My character is a 2d sprite with 3d movement which I got from your other tutorial. any help is appreciated. Thanks again🤗
@CobraCode
@CobraCode Жыл бұрын
Hey, sorry but that's really hard for me to debug with only that information. But it seems like there's something wrong with the way you calculate the directional vector 😅
@AdamRaeburn
@AdamRaeburn 11 ай бұрын
Hey @jeromeb7973 I am having the same issue as you. I am guessing you used the "Make a 2D Top Down Game in Unreal Engine 5 - Tutorial" video as well and tried to implement the dash ability to that. As that is what I did and had the same issue of it only moving to the right. Although I am also a beginner, I just added random velocity nodes until something worked. Feel free to give a better solution anyone else. The solution I used was instead of using "Get Actor Forward Vector" I used just plain "Get Velocity" I then had to decrease the "Move Distance" number down to like 1.5, but it seems to do the trick. If you still needed it, hope that helps!
@kingpoki1954
@kingpoki1954 Жыл бұрын
Is there any way to make this dash go diagonally, rightnow i have my character set up so he dodges acording to the last move vector however this results in diagonal dashes going a lot further than dashing in a cardinal direction.
@CobraCode
@CobraCode Жыл бұрын
Hey, you'll just need to Normalize your vectors before using them. You can just drag a node off the vector 3 and search for normalize. This is a pretty common issue and not just an unreal engine thing. kzfaq.info/get/bejne/j7OnqryAltTFc5s.html
@kingpoki1954
@kingpoki1954 Жыл бұрын
@@CobraCode Thank you so much, i was really close to attempt doing some scary triangle maths. Didnt even know about normalize Thanks :D
@epsiloncore9772
@epsiloncore9772 Жыл бұрын
Hey question. Say I wanna use this method for a third person shooter. And I want to make it so you can dodge roll to the side while aiming at a target. Your player character's rotation would be stuck looking at your aim point so how do you provide full dodge rolling direction while aiming at a target?
@CobraCode
@CobraCode Жыл бұрын
In that case you wouldn't want to get the velocity or rotation of the character, but instead read the current value of your movement axis and calculate the rotation from that.
@epsiloncore9772
@epsiloncore9772 Жыл бұрын
@@CobraCode Okay I'm new so I guess. How do I do that?
@gameplayripper
@gameplayripper 4 ай бұрын
To achieve that you would need to pass the direction of the input your character will be rolling. There is a handy function inside the character movement component called GetLastMovementInputVector() .
@ronsronshirt4177
@ronsronshirt4177 Жыл бұрын
oddly set velocity doesn't move them an inch for me.
@jeromeparas77
@jeromeparas77 Жыл бұрын
hello saw this vid and it's a great help with playing around with unreal. I just have one question how can I add a stamina system to this so that I cannot dodge infinitely at a given time For example I can only dodge 3 times then wait a few seconds before dodging again
@CobraCode
@CobraCode Жыл бұрын
Thank you :) What I would do is create a float variable called stamina and set it to 100 as the default. You then also set a needed stamina amount for dodging, let's say 30. When you press the dodge button you now check if stamina is >= 30 and only allow dodging in that case and decrease that value from the current stamina. The stamina will then refill on either tick or in a subroutine that is called by 'Call timer by function name'
@jeromeparas77
@jeromeparas77 Жыл бұрын
hey @Cobra Code thanks for the reply. where would I insert this on the blueprint that you made?? sorry for this question but im fairly new to unreal
@CobraCode
@CobraCode Жыл бұрын
@@jeromeparas77 Sorry for the late reply, somehow overlooked this message. Some advanced users might prefer to create a blueprint component for the stamina system to make it more modular, but you can simply put everything into the character blueprint. Create those variables first and set the default values. At 1:46 you can see the input Action Jump and the Play Montage node. You could put your branch for checking if the player has enough stamina and depleting the stamina there!
@DailyPaily
@DailyPaily Жыл бұрын
Intereseted in the root motion vs timeline topic, i dont like root motion....i guess IK will choose the winner.
@DoctorMGL
@DoctorMGL Жыл бұрын
after applying the exact steps when the animation finish the character snap back to the original position that the animation started from !!!!!!! any idea why this happen ?
@CobraCode
@CobraCode Жыл бұрын
Hey I think you must be using an animation that has root motion built in because that usually causes behavior as you described
@Enderking394
@Enderking394 10 ай бұрын
How do I do this but with a custom character I imported already?
@CobraCode
@CobraCode 9 ай бұрын
Works just the same way, you just have to make sure that you have animations that work on your character
@shadowxu6051
@shadowxu6051 4 ай бұрын
how you do it work with network? i was using velocity but it does not work with network sync which charactermovement provide
@CobraCode
@CobraCode 4 ай бұрын
Hey, I have a much better method for this now. It's a bit of a pain to set up, but since it relies on a part of GAS I'm pretty sure it's network ready. kzfaq.info/get/bejne/fbqCn9KJpsCRl5s.html
@shadowxu6051
@shadowxu6051 4 ай бұрын
thx, i will have a look@@CobraCode
@kevinmalisek9353
@kevinmalisek9353 Жыл бұрын
When you're pressing the dodge button, are you simultaneously pressing any directional key (WASD)? I copied the exact same logic and it does not work when I'm pressing WASD. The only way it works is by disabling movement input during the dodge animation. What was your solution?
@kevinmalisek9353
@kevinmalisek9353 Жыл бұрын
take that back it is working but it's too slow. At the same time my movement function is overriding it and in the end it looks like a little stutter in the movement. So basically you do have to disable your WASD while dodging no matter what and then play with the animation, timing and dodge distance to make it look crisp.
@kevinmalisek9353
@kevinmalisek9353 Жыл бұрын
btw.. in your example you used the original movement code from the mannequin, right? no blueprint alterations regarding that part? When I do it like that it seems to work no problem but my own code is based on precalculating the movement vector first, normalizing it and only then applying the movement function. I can't seem to understand why it's refusing to work with that :D
@CobraCode
@CobraCode Жыл бұрын
Yes I just used the ThirdPersonCharacter as it was without doing any alterations not shown in the video! Not quite sure what would cause those issues with your movement system :(
@kevinmalisek9353
@kevinmalisek9353 Жыл бұрын
@@CobraCode I think it's just my OCD trying to optimize everything.. I'll stick with the usual way of applying movement input I guess. Thanks for your help 😊
@RA-lw5gp
@RA-lw5gp Жыл бұрын
Hi Cobra, I have an issue. This code won't execute when the character is on the floor. I've looked around a lot but can not find a solution. Could you maybe point me in the right direction?
@CobraCode
@CobraCode Жыл бұрын
Hey! I think somewhere we're using the 'IsMovingOnGround' node to make sure t ONLY executes when you're on the ground. So maybe you somehow inverted that by using a 'NOT BOOLEAN" or attached your code to the false part of the branch instead of the true part?
@RedIvation
@RedIvation 2 жыл бұрын
You can try to recreate Pokemon in 2.5d,
@CobraCode
@CobraCode 2 жыл бұрын
Thanks for the idea, Yeah I definitely wanna give that a try!
@RedIvation
@RedIvation 2 жыл бұрын
@@CobraCode ohhhh... I got a pretty good idea, How about remaking Pokemon X and Y in Gen5 Graphic. Pokemon Black and White graphic like in 2.5d with Pokemon X Y
@yosinciclos5908
@yosinciclos5908 2 жыл бұрын
el get actor forward vector no funciona, es decir el timeline dice donde va girar pero nunca hacia delante
@CobraCode
@CobraCode 2 жыл бұрын
Sorry, I don't know Spanish but tried to use google translate 😅 Creo que podrías haber olvidado establecer el valor de 500 para MoveDistance a las 2:56 en el video.
@yosinciclos5908
@yosinciclos5908 2 жыл бұрын
@@CobraCode do not forget this, I can send you a screenshot... it is similar to your programming and something is wrong
@CobraCode
@CobraCode 2 жыл бұрын
@@yosinciclos5908 I see, too bad that didn't solve it. Yeah if you could send me a screenshot or maybe a video I could possibly help. Can't send any here on youtube though, but you can come into the discord and @me discord.com/invite/sPbqxRrqr5
@GameRavens
@GameRavens Жыл бұрын
But now you have no jump animation/functionality? Seems silly to replace jumping with rolling..
@CobraCode
@CobraCode Жыл бұрын
It was just for the purpose of this video, so I don't have to go on a side tangent about how to set button bindings.
@masgondi1
@masgondi1 Жыл бұрын
hmm why do i feel that this code is framerate dependent, have you tried setting a max frame rate of... let's say 15fps just to see if there's any difference in the length of your dodge? i haven't tested this but since your curve is for velocity scale & afaik the timeline runs on tick so the lesser that timeline is traversed, the less velocity it stacks over time meaning lower fps == shorter dodge length.
@CobraCode
@CobraCode Жыл бұрын
Hey, yeah I think I actually did tests with a max frame rate set to something lower to show that it still works. But I decided to remove those parts from the video, since they ended up becoming too technical and hard to follow. But looking at the nodes now, I also think that they might be frame dependent and maybe my testing method was off... Sadly I still haven't found the time to look at Lyra and how they implemented the dash there and I'm also still doing research on how to do a fighting game style push back on the ground. After I've figured those things out I might take this video down and redo it with a better method.
@yourmajesty9025
@yourmajesty9025 13 күн бұрын
true!
@steveg7292
@steveg7292 9 ай бұрын
Great Video man. Thank you very much for posting this and please keep making videos they are very helpful. I had a problem with applying this to my game though because I am using a top down template and the mouse control nodes are different and located in a different blueprint - BP_topdowncontroller. I cant figure out how to disable the movement in this template without disabling the dodge itself. Is there anyway other way to turn off the mouse? kzfaq.info/get/bejne/m8eKY8ZkrdHDkZ8.html This is as close as I got but the problem is...it can be cancelled mid roll which is not physically possible irl.
@CobraCode
@CobraCode 9 ай бұрын
Hey, sorry I haven't worked much with the top down template, so don't have a solution off the top of my head.
@steveg7292
@steveg7292 9 ай бұрын
Thats alright. I forgot to ask is there any way to speed up the roll but keep the same distance it travels?
@peter486
@peter486 2 жыл бұрын
Thats col and stuff but it looks horrible. )
@CobraCode
@CobraCode 2 жыл бұрын
Hey, can you please elaborate on what about it looks horrible so that I can maybe do a better job next time? :) Or do you mean the animations? In that case, yeah I think they were made with a different type of character in mind and I could have tweaked the speed a bit more to make it look better. I think the asset that came with it had a scarf that is using cloth physics that would sell the animation a lot better than the default third person character.
@peter486
@peter486 2 жыл бұрын
@@CobraCode its super neat but the animation itself dosent look like someting you can use as a game ready asset, it look roated inside the engine.. But i agree with you its Fast to setup :) Not dissing the Approach just the final look.
@yourmajesty9025
@yourmajesty9025 13 күн бұрын
This method is useless, unfortunatelly. It is not frame rate independent. 💀💀
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