Character Jump Setup

7 minutes
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Transcript

Welcome back everyone. In this video, our goal is to set up our characters jump properties, so we can then script our characters jumping ability. Now we will be doing some work in our BP player, but I want to start things off in our project settings. So a couple of ways you can access your project settings. One way is to come under the Edit tab, and there is Project Settings. You can also access them by clicking on the Settings button right up here along the toolbar, and it's the second option down Project Settings.

So once we've got this open, I want you to find an area called physics along the left hand side and it's right down here. At the very top, our top most property here in our project physics settings, is something called default gravity z. This is actually determining The gravity in our level and any other levels that we would create going forward, it's got this negative 980 value negative values pull you down. positive values will mean you're kind of floating off into space. This is important for determining your jump settings because this is a force this gravity that is acting against you. Now I don't like my character kind of having a floaty jump, I like them to snap down to the ground a little bit faster after they jump.

So I'm actually going to increase our default gravity z and by increase, I mean I'm gonna make this number even lower, more powerful. Negative 1800 is the value I'm going to go with. That'll make it so that when our character is up in the air, when they jump, it's gonna pull them down faster. Again, the bigger the negative number, the more the more quickly it's going to pull them down to the ground. Okay, we're not done here in our project settings. Next, I'm going to direct you to this input category.

And in our input category over here, we have something called action mappings. And in here we have an action mapping for something called jump. This is an event for jump that is named jump that is mapped to these different buttons. W up spacebar in Game Pad base button bottom. Now, I want to point out in our BP player, if you don't remember how to get to your BP player, here is the pathway for that in our BP player, if I jump over to the Event Graph, or sorry, rather our move set, we did create a new tab over here for moveset. And I pan out we have an event called input action jump this exists because we have created this input action mapping jump in the project settings.

Well, when I say created, we did not create it but it was here by default. You can map any different button that you want here to your action mappings let's see we've got spacebar just wanted to make sure that that was mapped to this the down key the down key I want to not want to map the donkey let's see we've got the spacebar gamepad face button bottom Yes. And that should do it I don't think that there's anything else I want to map to this for the time being so we're gonna roll this actually don't want the up key map to this so I'm gonna get rid of the the up key. We're just gonna have the W key. The spacebar and the GamePad face button button for any of you guys that have a controller plugged in will initiate this jumping event. Okay with that there is no like Save button here and your project settings Once you've created an input action mapping like jump here, it will ask automatically become available here in your event graphs.

We are done with our project settings so we can close that on out. Next work will be done here within our BP player. And we want to select our character movement component once again because there are some jump parameters that we want to set within here. The first one we're going to be looking for is this jump z velocity. This is what determines how high we jump. When we press the spacebar or any other corresponding buttons that are going to kick off this jump event.

I'm going to set this to be 900. And also there is this error control setting. This gives you some control over yourself when you are in the air like is relatively self explanatory. I'm just going to set this down a little bit to be point seven, five so lower numbers, less air control, bigger numbers closer to one mean full control. troll tooltip is handy there. Next there is a parameter called gravity scale in here.

Gravity scale currently set to 2.0. I am going to set this down a little bit to 1.7. And now why am I coming up with these particular numbers, a lot of playtesting a lot of trial and error you can fiddle with them as you see fit. last jump related parameter I want to set is not on our character movement component but rather it is within our class defaults. So go ahead and select this button along the top of the toolbar. Now there is something in here called jump max hold time and I'm going to do a search for it along the top here.

Just type in jump and here it is jump max whole time. Essentially the way this works is the longer you hold down the button, the higher your character will jump. Now you got to be careful with this parameter because if you do set your jump max whole time to be anything longer than I would say a half a second, it starts to feel a little bit like a jetpack. I am going to go with something relatively small here like point to fiddle with this as you see fit. But know that the bigger you make this number, the longer you hold down the jump button, the higher your character will continue to rise. Okay, so I'm going to Compile and Save that there's one more thing I want to do that is jump related in here.

And I'm going to jump over to my viewport for this because it's rather visual, I am going to add a component to my list of components. I'm going to select my mesh here, that is my Countess and with that selected, I'm going to attach something to my mesh. I'm going to add a component and I'm going to be looking for something called an arrow component and arrow components are rate for just simply defining some spot within your blueprint where you want something to happen. Now I'm going to call this arrow component, jump VFX spawn point and as the name implies, through some scripting this point right at the bottom of my Countess deceit, this is where I am going to make some particle effects appear. Right That's literally all I wanted to do in this one let's Compile and Save one more time guys that is going to do it all for this video.

We will see you in the next one.

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