Input Dodge
Dodge Movement & Animation Setup
Section titled “Dodge Movement & Animation Setup”-
Mixamo Asset Setup
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Download “dodge forward” animation
- Check “In place” & “Without Skin”
- Save as “AS_dodge_forward”
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Create Mobility Folder
- Import with SK Mixamo Xbot skeleton
- Duplicate for directional variations
back, left, right forward right/left back right/left
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Blend Space Configuration (BS_Dodge)
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Axis Setup
- Horizontal: Direction (-180 to 180)
8 divisions with snap to grid
- Vertical: Speed (0 to 1)
1 division only
- Horizontal: Direction (-180 to 180)
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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
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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.
Dodge Roll Polish & Refinement
Section titled “Dodge Roll Polish & Refinement”- 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
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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
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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
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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.