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7. Animation Blueprint - Jog State

Continuing in the Animation Blueprint and State Machine, this section we set up the Jog state and transitions to/from it.

  1. In your State Machine graph, in the Asset Browser, drag into the graph the Jog_BS.

    AnimBP_Jog1.png

  2. Open the Jog_BS and drag in the Speed and Direction variables and connect as shown.

    AnimBP_Jog2.png

  3. Return to the State Machine graph.

  4. Create Transitions from Crouch_Idle_Rifle_Hip to Jog_BS and Jog_BS to Crouch_Idle_Rifle_Hip.

    AnimBP_Jog3.png

  5. Open the Transition Rule for Crouch_Idle_Rifle_Hip to Jog_BS and recreate the graph below.

    AnimBP_Jog3b.png

    If Is Jogging is True and the player's speed is greater than 0, they will enter the Jogging Blend Space.

  6. Return to the State Machine graph, open the Transition Rule for Jog_BS to Crouch_Idle_Rifle_Hip.

  7. Inside the Transition Rule create the graph below.

    AnimBP_Jog3c.png

    Here we are allowing the player to enter a Jog State from Crouch (once they stop jogging they return to Crouch).

  8. Return to the State Machine graph, and create Transitions from Crouch_BS to Jog_BS and Jog_BS to Crouch_BS.

    AnimBP_Jog3d.png

  9. Open the Transition Rule for Crouch_BS to Jog_BS and create the graph below.

    AnimBP_Jog5.png

    This checks if the player is crouched and presses Left Shift (our Jog key), that we transition them to the Jog state.

  10. Return to the State Machine graph and open the Transition Rule for Jog_BS to Crouch_BS.

    AnimBP_Jog5b.png

  11. Inside the Transition Rule, recreate the graph below.

    AnimBP_Jog6.png

    Here we check if the player is jogging and presses C (our Crouch key), that we transition them to the Crouch walk state.

  12. Return to the State Machine graph and create a Transition from Jog_BS to Idle_Rifle_Hip.

    AnimBP_Jog7.png

  13. Open the Transition Rule for Jog_BS to Idle_Rifle_Hip and create the graph below.

    AnimBP_Jog8.png

  14. Return to the State Machine graph and create Transitions from Jog_BS to Walk_BS and Walk_BS to Jog_BS.

    AnimBP_Jog9.png

  15. Open the Transition Rule for Jog_BS to Walk_BS and recreate the graph below.

    AnimBP_Jog10.png

  16. Return to the State Machine graph and open the Transition Rule for Walk_BS to Jog_BS.

  17. Inside the Transition Rule, recreate the graph below.

    AnimBP_Jog11.png

  18. Compile and Save the Animation Blueprint.