Welcome back everyone. In the last video we went about passing some variable information from our BP player over here to our counters and m bp. If you took a break between videos I want to get you back to where you should be. So jumping back to my main level editor here, we are within content Metroidvania animations and here is our Countess annum BP double click on her to open her up. I already have it open. And I am on this blueprint tab right here and this is where we finished off passing some ease back dashing variable information from our BP player to our Countess animation blueprint.
Okay, so now let's make use of this variable by modifying our state machine and in order to modify our state machine, I'm going to come over into my blueprints panel, we've got our anim graph. If I double click on that, that'll bring me over here. Here is our state machine. gonna double click on this. And what we want to do is enable the player to back dash from an idle slash runs. So in some empty space right below this, I'm going to right click, I'm going to add a state, and I'm simply going to call this back dash.
Okay, and what I'm gonna do is I'm going to run a wire from my idle run, I want to be able to transition to a back dash, so left click and drag. And then likewise, I want to be able to go from a back dash, left click and drag from here to in idle run. Okay, so know which way the arrows are going because we are going to be modifying some transitional rules here in just a little bit. Now before we do that, I want to determine which animation do we want to play when we are back dashing, so let's double click on our background. And I'm staying right here. And it's asking what animation Do you want to use when we are back dashing.
So, over in the right hand side, you should have this asset browser tab. And there is one called play knock backward, that I kind of liked. It's kind of like the Countess is floating backwards. And again, you can use whatever animation you want, but there's some playtesting I thought this one seemed pretty good. Where is that one? Let me just type in knock.
Stockholm play knock back, it's just called knock be WD for knock backwards. So drag and drop that in here. And plug that into the result by left clicking and dragging. And if you hover over it, you can kind of see what this animation is gonna look like. It's gonna look like your character kind of got knocked back, but it's gonna happen so rapidly, that this was the best sort of back dashing animation that I could find. Okay, so we got that in place.
Let's jump back over to our state machine here by clicking right here to get to our default. Now let's set some transitional rules. And the first rule that we're going to set is this is going to be this one, the one that's going to transition is from idle run to back dash. So double click right here. And our rule for this is going to be is our character back dashing, so left click and drag and drop this right on top of this. So if I jump over to my BP player very quickly, you'll notice that Hmm, when we do begin to back dashing all this is true, like does he have the ability etc.
Right here is we are saying hey, our character is back dashing. That is what is going to inform our counters annum BP that we can and enter the back dashing animation state. Okay, so this is the rule that we are setting is our character back dashing and when that sets To true, our characters going back dash. Okay, so then let's set our other transitional rule by double clicking on this one going from back dash to idle run note the arrows location, double click on that. And we're going to bring in our is back dashing, we're going to get that butt off of this we're going to drag and type in Not, not Boolean is our character not back dashing. And if I jump over to our BP player, you'll find that at the very end of our back dash grip, we're setting our is back dashing right here to false.
Those are that is what's going to transition us out of our back dashing. Okay, so I am going to jump back to our state machine here. Everything looks good. Let's Compile and Save. Now I'm going to play and I'm going to be able to back dash and you should see an animation Let's collect the ability first. There is going to be problem associated with it, which I will review shortly.
So let's go ahead and try back dashing. You can see that little animation, right? Looking All right. Okay, now I'm gonna try to expose what is wrong with this. So I can kind of, kind of keep moving while I'm back dashing, which is a little bit weird. So I'm gonna put in a check for our character movement to try to mitigate that effect.
Now, it's very subtle, nothing looks too egregious there. But to deal with that sort of a little bit of a breakage. I'm going to jump over to my BP player script. I'm going to zoom on out and I'm going to find where our movement input script is right up at the top here. We've got our input axis move, right and when our character is moving, right, we're telling it to move in the x direction. What I'm going to do is expand out my comment box here a little bit.
And I'm gonna put a check between that input axis move right and or add movement input, I'm going to hold down the B key B is in branch to bring and then left click to bring in a branch node. And I'm going to reroute my execution wires like so, only here the condition that I'm going to plug in is a B is back dashing. Now again, we've got three of them, very similarly named, so be sure that it is B is back dashing. Left click and drag that on top of there. Let's Compile and Save. jump in and play one more time.
I'm going to acquire sorry, let me jump into play one more time going to acquire my back dashing ability. Shift f1 There we go. My Mouse Cursor was just not Oh, sorry. The problem like I was like why can I can I not control my characters because currently I have this hooked up to the true branch. I want this hooked up to the false branch and I can hold down Ctrl and left click right here to move this down to the false branch. Wondering why I was going crazy there Why could suddenly not move my character so input axis move right to the branch out of the false if our character is not back dashing, we're going to allow movement input let's Compile and Save one more time.
Oh the boneheaded errors I can make Okay, here we go. We have the back testing ability now when I back dash. Now my character essentially I'm holding down left the whole time. So what this is gonna do is it's gonna make it so my character essentially has to finish their back dash before they will continue running. Running forwards so that's just a little subtle fix up. But anyways guys we now have our back dash animation in place our back dash skill in place, so job well done.
Let's keep the momentum rolling. We will see you all in the next video.