Events
Overview
There are several tabs with various different events that can be invoked based off of Movement, States, Stances, Modes, Speeds and more!
Movement Events
On Sprint (Bool)
Invokes when character is sprinting - check out the Locomotion page for further details.
On Movement Detected (Bool)
Invokes when any movement is detected
On Strafe (Bool)
Invokes when strafing is detected/turned on
On Grounded (Bool)
Invokes when the character is grounded
On Teleport (Bool)
Invokes when the character is teleported
State Events
On State Change (Int32)
Invokes when the state changes from one state to another
On State Profile (Int32)
Invoked if the State is using State profile. This value is the Animator parameter Value for State Profile. E.g. Glide has different profiles (0 -> Paraglider, 1 -> Wings, 2 -> Umbrella)
On Enter/Exit States
Invokes On Enter or On Exit events when you either enter or exit a state.
Stance Events
On Stance Change (Int32)
Invokes when the stance changes from one to another
On Enter/Exit Stance
Invokes On Enter or On Exit events when you either enter or exit a stance
Modes Events
You can also access all of the different mode events for your different abilities from this location as well below the standard events in this section.
On Mode Start (Int32)
Invokes when a mode starts
On Mode End (Int32)
Invokes when a mode ends
Speeds Events
On Enter/Exit Speeds
Can invoke when entering and exiting different speed sets, which can be specified via the Speed Set and the Speed Index
On Speed Change (MSpeed)
Invokes when the speed changes between sets.
Extra Events
On Movement Locked (Bool)
Invokes when the movement on the Animal component is locked
On Input Locked (Bool)
Invokes when the input on the Animal component is locked
On Animation Change (Int32)
Invoke the Animation Namehash integer value everytime an animation changes in the animator.
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