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Pablo Rodriguez

Input Dodge

  • Mixamo Asset Setup

  • Download “dodge forward” animation

    • Check “In place” & “Without Skin”
    • Save as “AS_dodge_forward”
  • Create Mobility Folder

    • Import with SK Mixamo Xbot skeleton
    • Duplicate for directional variations

      back, left, right forward right/left back right/left

  • Blend Space Configuration (BS_Dodge)

  • Axis Setup

    • Horizontal: Direction (-180 to 180)

      8 divisions with snap to grid

    • Vertical: Speed (0 to 1)

      1 division only

  • Animation Placement

    • Forward: middle (0)
    • Forward angles

      Left: -45 degrees Right: 45 degrees

    • Side dodges

      Left: -90 degrees Right: 90 degrees

    • Back angles

      Center: ±180 degrees Left: -135 degrees Right: 135 degrees

  • Animation Adjustments

    • Dodge back: rate scale -1 (reverse)
    • Back left: 45 rotation
    • Back right: -45 rotation
    • Forward left: -45 rotation
    • Forward right: 45 rotation
    • Side dodges

      Left: -90 rotation Right: 90 rotation

    • All animations: rate scale 1.3 for speed

Created a comprehensive dodge system with eight directional variations, using blend space for smooth transitions. Animations adjusted for proper rotation and speed to create dynamic dodge rolls.

Character Blueprint & Animation Interface Setup

Section titled “Character Blueprint & Animation Interface Setup”
  • Blueprint Interface Communication
  • Create Interface_ABP_Mixamo_Xbot

    Add to animation blueprint via class settings Rename default to “Interface_Dodge” Create “Enabled” input parameter

  • Animation Blueprint Implementation

    Create “Dodge” variable from enabled input Connect to blend poses by bool node • False: locomotion • True: dodge blend space ◦ Direction connected to top ◦ Speed set to 1

  • Dodge Implementation
  • Key Binding Setup

    Duplicate jump binding for dodge Set to left shift in IMC default Add IA_Dodge enhanced action events

  • Event System

    Create CE_Dodge_Off custom event • Timer set to 0.5 seconds Movement Speed Control • Top: 1200 (during dodge) • Bottom: 400 (default)

  • Animation Communication

    Get mesh component > anime instance Interface dodge connection • Top: true • Bottom: false

  • Polish

    Set braking deceleration walking: 15000 • Creates immediate stop on control release

The system creates a dodge roll mechanic through blueprint interface communication between character and animation blueprints. The setup enables quick directional movement with proper speed control and animation blending.

  • Character Movement Tuning
  • Max acceleration: 15,000

    Creates burst speed for dodge

  • Reset child on activation in blend poses

    Ensures dodge starts from beginning

  • Dodge Control Logic
  • Prevent multiple dodges

    Branch check: if dodge true, do nothing Only triggers on press, not release

  • Input Management

    Created Input_Enabled bool • Disables movement during dodge • Re-enables after dodge completion Default setting: true

  • Dodge Movement System
  • Velocity Control

    Saves velocity to Dodge_Velocity variable Custom event: ceDodge_Input • Timer set to 0.001, looping • Uses add movement input node Max walk speed adjustment • Added 0.5 delay for realism

  • Animation Refinements

    Blend space animations: rate scale 1.5 Standing still dodge • Length node checks zero velocity • Uses character’s forward direction • Get actor rotation -> forward vector

  • Polish Details

    Back penalty function: skips if dodging Timer management with clear/invalidate Clean blueprint organization

The dodge system now features smooth directional movement with proper speed control and animation timing. Standing dodges automatically move forward, while moving dodges maintain directional momentum with polished transitions.