Just a (non Mega Man X) linear Dash example [UE4.22 Blueprint Tutorial]

Just a (non Mega Man X) linear Dash example [UE4.22 Blueprint Tutorial]

Hello! It’s been a while since I uploaded the Mega Man X Dash Tutorial and there are still many asking questions, saying it doesn’t work how they wanted and there are a lot of requests for different versions, even with pictures! Because I don’t want to make a blueprint for every dash request, I made a small challenge for myself. I made a list gathering all of those messages and created one dash that covers everything, so you can pick what you want from it and I can continue with other stuff next week. Just in case, this is not a Mega Man dash in any way. This will be a horizontal dash, which when pressed, the player can’t cancel it unless it reached its end or got damaged. It should show how to use the Enable- and Disable Input functions from the engine. When on an edge, it should keep going horizontally until it’s over. Dashing backwards was also requested. When on air, it should have a cooldown, to avoid spamming it on air. The actor should be able to dash down- and uphill on a certain angle, while being on the ground. Here’s what I got. I created 4 new variables. One boolean to check if the actor can dash, because of the cooldown at the end. Then 2 integers to adjust the length of the dash and the velocity, which being negative will lead to a backwards dash. After the Input it should check if it did not got hit, is not sliding and if it can dash. Then we set the Ground friction and Gravity Scale to 0 and the “Can Dash” will be set to false. To avoid jumping higher and only going in a horizontal direction, we stop the jump. Then we set the velocity from the forward vector, which should multiply with our variable. That’s why a negative number should be a backwards dash. Then the inputs are disabled until this loop ends. Which happens when the “Dash Count” Integer reaches the “Dash Length” value or the actor got damaged. Then we set the previous value for the friction, gravity and “Dash Count”. Enable the input and check if the character is on air. If that’s true, we add a small delay, which is the cooldown, to be able to dash again. After that, the “Can Dash” boolean is set to true again. And that’s it! This is not something I would use for my game, but everyone has different tastes. I hope there was something useful for you. I’m planning to upload a new Unreal Engine 4 tutorial every weekend. If you enjoyed this, please subscribe and spread the word! Thanks a lot and have a nice week!

5 thoughts on “Just a (non Mega Man X) linear Dash example [UE4.22 Blueprint Tutorial]”

  1. Hello! New subscriver here. Thanks you for this GREAT series. I´m following every of your videos. I´m currently have strugles whit a double jump mechanic. Becouse my goal is to set up a "glide" after the second jump if you hold the jump button. This mechanic wasn´t in MMX, but in Vector Man, from Sega Genesis, and I´ve loved it back in the days.

    If you can cover this situation would be amazing. Thanks for your time and keep the good work!

  2. If you have been following me on Twitter, you probably know that I can't upload any new video until the end of September. I'm sorry, but starting next month I will be much more active uploading new content regularly =).
    Thanks for the support and patience!

  3. Not to be mean or anything, after all I'm very grateful for this tutorial. But please, slow down and explain what you are doing. I found it so frustrating how you are skipping over important details and not explaining others. Especially how I'm using different unreal version and I'm trying to find adjustment. Short doesn't always mean better, Since I had to replay the video like 30 times to get what I wanted. Still, Thanks alot for the video.

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