Very good explanation, honesty I for most of my functionality, I just use a couple of Bools and branch nodes, ie IsInCombat? If yes then do this, if no then nothing, and then I might have one for things like running or whatever. Is using an Enum faster? Why would I use them over simple. Booleans?
That's really smart and helpful. Thank you very much. Perhaps I should apply something similar for my game to prevent crouch running lol :D Ooh I like the sliding, too! Pretty cool.
Do you use enums for the animation blueprint as well, let's say you have a character with different weapons and sets of animations for each? I think i'm just now finding how to unmess my state machine lol. I'm wondering though if I should use different state machines for each weapon or not.
It's the best explanation ever made by someone on UA-cam. Why do tutorials for beginners never apply this important variable, what a waste of time.
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Awesome explanation, especially the already made examples !
I feel filthy rich after watching your video, thank you my lord
Great video! It’s great to see you take us through step by step then also show some different examples. Great quality tutorial!
Best explanation thank you for this much appreciated.💯
Excellent as always. Kudos
Great explanation Thanks
Great and clear explanation
Very good explanation, honesty I for most of my functionality, I just use a couple of Bools and branch nodes, ie IsInCombat? If yes then do this, if no then nothing, and then I might have one for things like running or whatever. Is using an Enum faster? Why would I use them over simple. Booleans?
Thanks your explanation, ı have question. weapon system is created with enum right?
Very useful, Thanks!
Excellent
This was awesome. Thanks! Easy to follow and understand. Sub incoming!
That's really smart and helpful. Thank you very much. Perhaps I should apply something similar for my game to prevent crouch running lol :D Ooh I like the sliding, too! Pretty cool.
Do you use enums for the animation blueprint as well, let's say you have a character with different weapons and sets of animations for each? I think i'm just now finding how to unmess my state machine lol. I'm wondering though if I should use different state machines for each weapon or not.
You sound like Viago from What We Do In The Shadows ahaha
So are there situations where an array would be better suited than an enumerator?
i'm poor