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8. Animation Blueprint - Jump States

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Next, we configure the Jump states inside the State Machine. We are going to have two Jump states, one for when the player is standing still and presses the Jump key and another for when the player is moving (Jogging, Crouch Walking, or Walking). We will use two different animations, one for stationary and one for movement.

  1. In the State Machine graph, drag in the Jump_From_Jog animation from the Asset Browser.

    AnimBP_Jump1.png

  2. Create to/from Transitions between Jog_BS and Jump_From_Jog.

  3. Open the Transition Rule for Jog_BS to Jump_From_Jog and create the graph below.

    AnimBP_Jump2.png

  4. Return to the State Machine graph and open the Transition Rule for Jump_From_Jog to Jog_BS.

  5. Inside the Transition Rule graph, Right-click and add the TimeRemaining for 'Jump_From_Jog' node.

    AnimBP_Jump3.png

  6. Finish the rule by recreating the graph below.

    AnimBP_Jump4.png

    This allows us to check what the remaining time is on the Jump from Jog animation and if it is less than or equal to 0.1, we will allow the transition from the jump to the Jog Blend Space. This is a handy way of making sure that the jump animation has finished before transitioning to another state.

  7. Return to the State Machine graph and create to/from Transitions between Walk_BS and Jump_From_Jog.

    AnimBP_Jump5.png

  8. Open the Transition Rule for Walk_BS to Jump_From_Jog and recreate the graph below.

    AnimBP_Jump6.png

  9. Return to the State Machine graph and open the Transition Rule for Jump_From_Jog to Walk_BS.

  10. Inside the Transition Rule recreate the graph below.

    AnimBP_Jump7.png

  11. Return to the State Machine graph, then drag in the Jump_From_Stand animation from the Asset Browser.

    AnimBP_JumpStand1.png

  12. Create to/from Transitions between Idle_Rifle_Hip and Jump_From_Stand.

  13. Open the Transition Rule for Idle_Rifle_Hip to Jump_From_Stand.

    AnimBP_JumpStand2.png

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

    AnimBP_JumpStand3.png

    Here we are checking to see if the player has pressed the jump key and that they are not currently crouched.

  15. Return to the State Machine Graph, then open the Transition Rule for Jump_From_Stand to Idle_Rifle_Hip.

  16. Inside the Transition Rule recreate the graph below.

    AnimBP_JumpStand4.png

    This will return the character to idle once the jump animation has finished.

  17. Compile and Save the Animation Blueprint.