At this point I found a much more robust method: [ Ссылка ]
The method shown in this video turned out to be flawed as well since it can cause issues with framerate dependence. using a delta time multiplier also doesn't solve the issue since the character movement component has it's internal way of handling timing.
This still works as a quick and dirty solution that alleviates some issues the launch character node has, however I would recommend using the force root motion method I found after this.
It does require C++ though and is a bit of a pain to set up, but once you have it up and running it's hands down the best method.
[ Ссылка ]
Support the channel on Patreon:
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There was a roll animation set free on UE marketplace in the past, so you might already have this in your library: [ Ссылка ]
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Timecodes:
0:00 Intro
0:37 Implementing the dodge roll movement
6:23 Switching over to the dash step
8:10 About the launch character method
9:12 About the root motion method
Awesome root motion example on twitter:
[ Ссылка ]
Used Assets:
Icons made by Freepik ([ Ссылка ]) from Flaticon ([ Ссылка ])
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