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Should include: - Improvement on Enhanced Input trigger event and ability for users to chose which one to use as transition event (Started (default), Triggered or Canceled) - Improvement on Transition and introduction of Transition Behavior (Transition to next node On Combo Window End (default), Transition Immediately (as soon as input is registered), Transition on a specific frame via Anim Notify (either by class or skeleton notify name) - Ability to define a Start Section for Combo Montage node - Charge Attack: Support to define charge attacks behavior in Combo Graphs, leveraging Enhanced Input triggers (Hold And Release works well for that use case) - Edge can now define the Enhanced Input trigger event to use (Triggered Event, to transition as soon as a valid trigger event is registered) - Can be used to transition to next node as soon as an input is held and released - Edge can now define Enhanced Input trigger event as Canceled, and will transition to next node if the Input Action Canceled event is triggered (meaning triggers for the input action weren't fulfilled - example: Hold and Release trigger set with an Hold Time Threshold value of 0.5 and input was released before 0.5s) - For case where the input is not released before animation is playing out fully, a Montage node should be used with sections  - Conduit support: A conduit node can be used immediately after the entry node, only relevant if the task calling the graph (either the gameplay task or ability task) is defining an initial Input Action. This can be used to use a single graph to branch out early depending on the input that was pressed (example: Light Attack would branch out to one part of the graph, Heavy Attack to another part). After initial node, conduits are irrelevant as each animation node implements that branching logic. - Bugfixes
Overdue by 3 year(s)•Due by February 25, 2022•7/7 issues closed