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    Motion Graph States

    Overview

    States are the building blocks of the motion graph. Each state is a style of movement. It takes input and basic physics information from the MotionController and returns a move vector each tick.

    Included States

    Ground Movement States

    Name Description
    AnimCurveDash A basic grounded movement with a dash layered on top. The dash speed is controlled with an animation curve.
    Dash Surge in a direction based on yaw or movement direcion.
    Movement Standard ground based movements such as walking or running.
    Ski Maintain ground speed and allow steering based on speed (slower speed is tighter steering).
    Steep Slide Sliding on a steep slope, with some control over direction.

    Airborne States

    Name Description
    Controlled Jetpack Applies an upward force, with some air control.
    Falling Air control based movement with gravity.
    Fly No-clip style movement that can move in all axes.
    Jetpack Applies an upward force and maintains horizontal velocity.

    Instantaneous States

    Name Description
    Boost Pad Instantly sets velocity to match a vector parameter.
    Dodge As jump, but lower and further.
    Impulse Instantly sets velocity based on a vector with options for space and ground alignment.
    Jump An instant upward jump. Completes in one frame.
    JumpDirection A jump, but the direction is rotated from the vertical based on input.
    JumpDirectionV2 A jump with a fixed vertical speed and a horizontal speed based on input.
    Push Off Applies velocity based on a vector parameter, with optional upward force.
    Repulse An instant impulse away from a transform in the scene.

    Misc States

    Name Description
    AnimCurveDirectionalDash A dash movement in the direction of a vector parameter. The dash speed is controlled with an animation curve.
    Constant Move Accelerates to a fixed velocity and maintains it.
    Maintain Velocity Simply returns the velocity from the previous frame.
    Match Transform Attaches the character (position with or without yaw and up-vector) to a transform in the scene.
    Move To Point Moves from the starting point to the position set in a vector parameter.
    Null An empty state used to branch to others.
    Root Motion Sends input to the character's animator, and then uses root motion to move.

    Wall Movement States

    Name Description
    AnimCurveWallDash A wall run movement with a dash layered on top. The dash speed is controlled with an animation curve.
    Mantle Climb onto a ledge.
    Vertical Wall Run Run directly up a wall.
    Wall Run Run along a wall surface.

    Swimming States

    Name Description
    Swim Smooth Surface Swimming state that tries to stick to a water zone's surface. Smooth movement.
    Swim Smooth Underwater Swimming state that can move in all axes. Smooth movement.
    Swim Stroke Surface Swimming state that tries to stick to a water zone's surface. Moves in pulses.
    Swim Stroke Underwater Swimming state that can move in all axes. Moves in pulses.
    Swim Submerge Used to transition from surface to underwater states while taking the movement of the surface into account.
    Wading A variation of the movement state with speed dependent on the amount of a character's body below the water surface.

    Ladder States

    Name Description
    Contact Ladder A basic climb state when touching a contact ladder.
    Interactive Ladder A climb state constrained to an interactive ladder.

    In The Viewport

    Viewport State

    Context Menu Options

    Name Description
    Set Default When entering a subgraph, the motion graph checks the connections out of the sub-graph to its child nodes in sequence. If none of the connections are valid then the default state or sub-graph will be chosen as a fallback.
    Make Transition Starts a connection out of this node in the viewport. Clicking on another node will form a connection from this node to the clicked node. Clicking an empty area of the viewport will cancel the connection.
    Move To Sub-Graph This will replace the state with a sub-graph with the same name, and then make this state a child of the new sub-graph.
    Cut State Removes the state from the graph and adds it to the clipboard for pasting later. Any inbound and outbound connections will be removed. Right-click on an empty area of viewport to paste.
    Copy State Copy the state to the clipboard. Right-click on an empty area of viewport to paste.
    Delete Remove the state from the graph entirely, along with any inbound and outbound connections and attached behaviours.

    In The Inspector

    Inspector State

    Each state will have its own properties visible before the Out Connections array. This array lists the connections from this state to other connectables, allowing you to jump to inspecting each of those targets. The Add Behaviour button allows you to add motion graph behaviours to the state which will be evaluated while the state is active.


    See Also

    The Motion Graph

    The Motion Graph Editor

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