To Chosker - Thanks man I'll get onto adding that as soon as I can, that could also solve a few other problems I've been having too
The climbing is is a bit hacky at the moment, it is basically a trigger volume around the climbable block which plays the climbing animation if the character is looking at it, and is not jumping.
I then use a SetPosition at the end of the animation so the pawn is teleported to where the skeletal mesh now is, this way you get really smooth animations because the pawn is following the mesh rather than the other way around.
The same goes for the fighting, when the player attacks, the animation is played and the character moves forward slightly with the attack, however this doesn't work so well because the camera snaps a bit more which makes the fighting a bit jarring to watch. I also use a SetRotation to snap the pawn to the mesh's new rotation because at the end of each attack he has turned a bit, but this doesn't quite work yet. I'm sure with a bit of tweaking this can be fixed.
Thanks for all your comments guys!
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