The following Kismet sequence was created which allowed me to bypass adding anything into the unreal script to define a sound for when the player is crouch moving by simply using 'Compare Bool' nodes. These nodes give out a true or false signal.
The Kismet is set up so that the Play Sound node only triggers when the crouch key + any of the movement keys are pressed (when the player is moving whilst crouching). Once the keys are released this triggers the Play Sound node to stop.
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