blueprint

Player Blueprint (Movement, Kick, Sprite Orientation, Goal reset)

  • Exposure: public
  • UE Version: 5.0

avatar author

MrWoodenSheep

December 8, 2022, 1:15 pm

Blueprint handling movement, kicking ball logic, and sprite orientation for my recreation of Power Play. Also handles the player resetting after goal.

Click the button above, it will automatically copy blueprint in your clipboard. Then in Unreal Engine blueprint editor, paste it with ctrl + v
Versions
January 20, 2023
  1. Many more comments added with more up to date detail on the functionality of all the nodes.

January 13, 2023
  1. Final version of Player 1 Logic.
    Player 2 is in previous version.

January 12, 2023
  1. Player 2 Logic

January 11, 2023
  1. Now contains faux player 2 controls. This allows both players to run around successfully, but rotation breaks for both of them.

  2. Latest version of entire striker BP.
    Checks for axis range of values now, and makes any range of diagonal movement = 0.5.
    This makes analogue stick movement feel much closer to D-pad and keyboard. Not perfect, but still good.

  3. Axis values are no longer forced to digital. Instead, there is an accepted range of values that will determine if character is moving or not. Feels much better now, although movement is slightly slippery with analogue stick compared to d-pad or keyboard still.

  4. Latest Player & Movement BP

  5. Since controller analogue sticks give values between -1, 0 and 1, the character's variable "Not moving" was being triggered, and so turning animation was off. This mostly fixes it. Although movement now feels a bit restricted for some reason.

December 23, 2022
  1. Latest Striker blueprint.
    Added character run animation, code that switches flipbook correctly, even after goal reset.
    Tidied up code.

December 22, 2022
  1. Latest Entire Striker blueprint. Now contains flawless rotation of character, depending on if already moving or stationary.

  2. Latest version of entire striker blueprint.
    Removed turn from stationary to moving. Now just snaps to new direction.

  3. Modified "Rotate Right" collapsed nodes from previous iteration, so that now the rotation takes the most appropriate path

  4. Collapsed many nodes to make it neater. Code now also contains logic to have a delayed turn if standing still, thus, making the player strafe.

  5. Now rotation only interpolates if character already moving. If not moving, snaps to new rotation instantly.

  6. Neater check for movement, also now via Event tick.

December 21, 2022
  1. Rotation speed is now handled by a variable. Currently set on 0.1

  2. Rotation has been changed to interpolate between current active rotation, and set destination rotation. Only bottom right currently doesn't work properly.

  3. WIP - Temporary faux implementation of delayed turn

December 15, 2022
  1. Added reset after goal section

December 12, 2022
  1. Now includes check for ball & kick collision box overlap

  2. Combined previous method with first. Now code is neater, pawn rotates properly including collision boxes, standing & kick sprites.

  3. WIP - Entire pawn rotates, which will include kick hit boxes, and will include kick sprites more easily. Not quite working perfectly.

  4. Made axis value checks more specific, so two sprites are never active at once and conflicting.

  5. Added comments

    See