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Right-click on the New State Machine in the My Blueprint panel and name it "Arms State Machine". |
Connect the output execution pin of the Arms State Machine node to the Result input execution pin of the Final Animation Pose node. |
Double-click the Arms State Machine node to open its graph for editing. |
During this step, you're going to add five states to the state graph, namely: |
Right-click in the graph and select Add State... from the context menu. |
Name the state Idle. |
Double-click the state to begin editing it. |
Right-click in the Graph area, search for and select Play FPP_Idle node. |
Connect the output execution pin of the Play FPP_Idle node to the Result input execution pin of the Output Animation Pose node. |
Repeat steps 1-6 for each of the other 4 states, namely: Run (Play FPP_Run > Output Animation Pose) JumpStart (Play FPP_JumpStart > Output Animation Pose) JumpEnd (Play FPP_JumpEnd > Output Animation Pose) JumpLoop (Play FPP_JumpLoop > Output Animation Pose) |
When you are done, the Arms State Machine graph should look like the following image: |
Each state should contain its Play node connected to a respective Final Animation Pose node. |
Drag a wire from the Entry node to the Idle state node. |
During this step, you are going to set the Idle to and from run transitions so that when your character starts moving, the state machine will transition from Idle to Run. |
Drag a wire from the Idle state to the Run state to create a transition. |
Double-click the transition to edit it. |
Navigate to the My Blueprint panel, press Ctrl and drag off IsRunning variable to the Graph to create the Get Is Running node. |
Connect the output pin from the Get Is Running node to the Can Enter Transition input pin of the Result node. |
When your character stops moving, the state machine should transition from the Run state to the Idle state. |
Return to the Arms State Machine graph and drag a wire from the Run state to the Idle state. |
Double-click the transition to edit it. |
Navigate to the My Blueprint panel, press Ctrl and drag off IsRunning variable to the Graph to create the Get Is Running node. |
Drag off the output pin of the Get Is Running node, search for and select Not Boolean node. |
Connect the output pin from the Not Boolean node to the Can Enter Transition input pin of the Result node. |
During this step, you are going to set the idle to jump start transition. |
Return to the Arms State Machine graph and drag a wire from the Idle state to the JumpStart state. |
Double-click the transition to edit it. |
Navigate to the My Blueprint panel, press Ctrl and drag off IsFalling variable to the Graph to create the Get Is Falling node. |
Connect the output pin from the Get Is Falling node to the Can Enter Transition input pin of the Result node. |
During this step, you are going to set the run to jump start transition. |
Return to the Arms State Machine graph and drag a wire from the Run state to the JumpStart state. |
Double-click the transition to edit it. |
Navigate to the My Blueprint panel, press Ctrl and drag off IsFalling variable to the Graph to create the Get Is Falling node. |
Connect the output pin from the Get Is Falling node to the Can Enter Transition input pin of the Result node. |
During this step, you are going to set your jump start to jump loop transition. |
Return to the Arms State Machine graph and drag a wire from the JumpStart state to the JumpLoop state. |
Double-click the transition to edit it. |
Right-click in the Graph, search for and select the TimeRemaining for 'FPP_JumpStart' node. |
Drag off the Return Value output pin of the Time Remaining, search for and select the Less Equal node. |
Enter 0.1 in the other output field of the Less Equal node and then drag a wire from the output pin of that node to the Can Enter Transition input pin of the Result node. |
During this step, you're going to set your jump loop to jump end transition. |
Return to the Arms State Machine graph and drag a wire from the JumpLoop state to the JumpEnd state. |
Double-click the transition to edit it. |
Navigate to the My Blueprint panel, press Ctrl and drag off IsFalling variable to the Graph to create the Get Is Falling node. |
Drag off the output pin of the Get Is Falling node, search for and select the Not Boolean node. |
Connect the output pin from the Not Boolean node to the Can Enter Transition input pin of the Result node. |
During this step, you're going to set your jump end to idle transition. |
Return to the Arms State Machine graph and drag a wire from the JumpEnd state to the Idle state. |
Double-click the transition to edit it. |
Right-click in the graph, search for and select the TimeRemaining for 'FPP_JumpEnd' node. |
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