Closed Eniotnacram closed 1 month ago
How?
Good question 🤣ðŸ˜, I tried to figure it out for a little bit but I wasn't successful. Maybe decide what is a "action" animation and what's not ? I'm very not sure how we should implement this to be honest.
My use case:
I made a custom skill to trigger the dash from kit. (So the dash uses stamina and have a cool down).
But sadly doing that, the dash is now an action and the character turn always forward to dash. Trying to figure out what I could do for that.
Should be setup in ShooterPlayerCharacterController
, don't have to make changes to model component.
I tried to prevent it using isDashing in my controller. The problem is, isDashing is set during the dash and not before it's triggered, so it's still considered an action and still turn the character forward when the animation is played.
I'll try to keep investigating
make a new controller, so get it from character entity, then
Hello,
Adding a bool on the PlayableCharacterModel animations to ignore the "Turn Forward While Doing Action" bool in the CharacterController (SHOOTER). So we can choose which actions (animations) need to turn forward the character when used or not.