Double Jump - Anim BP (Event Graph)

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Transcript

Welcome back everyone. In this series of videos, we've been working on getting our characters a double jump skill functional. One thing that is still missing is that when our character actually double jumps, they don't play in animation, they just kind of pop up in the airplane the animation that they were previously. We're going to fix that over the next couple of videos here. And the goal in this one is to simply demonstrate how to access and open something called an animation blueprint, and how to pass variables from a character blueprint to an animation blueprint, we need to be able to talk pass information from our BP player to this animation blueprint so we can instruct our player to play the appropriate animations. Okay, so in animation blueprint, we've got two ways to access it and I want to show you those ways now.

One is if I come to our content Metroidvania folder and then come into our animations right here. Right here we've got our Countess and m bp, you could double click on this to open that up. And right away it opened it up to something called a state machine here and this is where we get to actually direct our character he which animations to play in win. So that's one way to open it up. I'm just going to exit out of here quickly because I want to show you the other way to open it up. The other way to open it up is to be inside of your BP player.

Double click on your BP player. And then over in the components area. If I was to click on our mesh and show my Details panel, right here with our mesh selected, our annum class says it is the Countess annum BP and if I click this little browse through assets in the Content Browser that can jump you over to our Anam BP as well to then double click and open it up. So we are on the blueprint tab of something called persona here in Unreal, you can access things like animations in our, our skeleton from here as well. What I want to do right now is jump on over to the area where we are going to be passing animations back and forth. That's going to be done over here in the Event Graph.

So I found the My Blueprint panel and double clicked in our Event Graph over here. And what you see is currently this flow of execution coming out of this event, blueprint update animation, you can think of this sort of as an Event Tick. Essentially, what's happening here is it's constantly firing out of this event right here. And what it is doing is essentially setting certain variables in here such as our characters speed, and checking to see if our character is in the air or not. Okay. I'm just going to reconfigure this, this event graph here a little bit to make this a little bit easier to read because we're going to be passing a lot of variables back and forth between our Character Blueprint and this animation blueprint.

So I'm just going to be doing a little restructuring here. So I've got this update. animation is valid off of here, you're going to see this try to get pawn or pawn owner and this is valid, I'm gonna drag off of this is valid pin right here and I'm going to bring in a sequence node. A sequence node is essentially a handy way of splitting this one signal into many signals. You're gonna drag this all over to the left hand side here a little bit. And with the sequence node, I'm going to add a nother pin And I'm gonna make it so that out of this then zero pin, we're going to do this whole setting is in air, I'm just going to kind of reconstruct it like so.

Now I find it really annoying that this try to get pawn owner is flowing way up here is well, so I'm going to fix that by simply right clicking and typing in try get pawn owner. That is the exact same notes. I'm going to plug it in up there. I'm just doing some tidying here for some groundwork that is to come. Okay, so that's gonna be off of our then zero pin from our sequence node. Let me just try to frame this up a little bit better.

Okay, I'm going to double click on this as well. Bringing a reroute node just to try to keep things tidy. Okay, I could actually break this connection off of the is in air because I'm gonna have everything coming off of our sequence node. So then out of the event, one pin, I'm going to drag all this stuff over, closer to the sequence pin. But then one can flow into here. And here too, I find this really annoying that our get pawn owner is having that wire drag way out there.

I'm just gonna hit Ctrl C and Ctrl V to copy and paste that in. I will do like so here. And already I'm liking the organization of this much better. Double click on that as well. Now you can see how I've got this update animation, we're trying to get the pawn owner just to seeing if he's valid. That is, is he still around still alive.

And then we are setting a couple of parameters here setting if our character is in the air, and setting our characters speed. Okay, next thing I'm going to do here is I'm going to create two variables inside of our My Blueprint panel over on the left hand side. So you've got this variables panel, we're going to create a new one. And our first one is going to be called is double jumping. I'm going to put the question mark after this as well. This is going to be a Boolean.

I'm going to hit enter here. Now you may remember correctly, that in our BP player, not too long ago, I created a B is double jumping variable as well and we were setting that in our jump script. Okay, what I need to do is I need to be able to pass this information along from our BP player to our animation blueprint our Countess animation BP. So I started this one with a short lowercase b is double jumping. And in our Countess animation BP, I did not put that bead just to courage have some differentiation between the naming of the two. We'll make use of this in just a little bit, but before we do, I'm gonna add another variable and this one is going to be called jump count.

This is going to be an integer variable. And as you may have noticed back in our BP player, we had also created a variable called jump count. If I compile this over here in our animation BP, you can see your default values currently are is double jump is set to false And our jump count is sets to a jump count value of zero by default. Now what I want to do is I want to pass two variables along from our BP player to our animation BP. So this is how we can do that. I'm going to copy our try to get the pawn owner I'm going to hit Ctrl C Ctrl V. Okay, then off of this, I'm going to drag out a wire and I am going to cast to be P player and out of our sequence node over here, I'm going to plug this into our cast to the people there so that we can access variables inside of our BP player.

And the ones that I want to access our jump count. Get the double jump count and I also want to access is double jumping get used double jumping. So again, these are two variables that live inside of our BP player. And then what I can do is take our variables we just created inside of here inside of our animation blueprint. And I'm going to get our jump count here. Rather, I'm going to grab it from here, drag and drop, I'm going to say I want to set it like so.

And then I'm going to grab our is double jumping here. And I'm going to set it as well like this. So what you've just done here is you've grabbed the value of these variables from your BP player, and you are setting them you're passing them along to these variables inside of our animation blueprint. That's a way of just kind of passing the information from one blueprint to another. And this is going to be updating constantly because this event this event, blueprint update, animation is firing off Constantly. OK, I'm going to put a comment box around these nodes right here, left click and drag, tap the C key.

And I'm going to say passed from BP underscore player. Okay, so with that I'm going to Compile and Save here. Well, we have just done is useful, but this actually makes no difference yet, just because we've passed along this variable information, we're not making use of it yet. Making use of it involves the whole state machine that we saw earlier, at the very start of the video. That's where we could call upon what the values some of these variables are and then change an animation accordingly. That's still to come, but that's gonna do it for this video guys.

We will see you in the next one.

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