Thank you very much.
With the implementation of points 1 and 2 that you provided, the hit stop is now functioning.
Currently, the hit stop feature is required on the player side. However, for enemies, since the animation of vibrating left and right upon taking damage must be played, we have been developing it without applying hit stop via TakenDamageSettings.
The state progression when an enemy takes damage only once and the player does nothing is as follows:
“Damage State 1” → After a certain time (0.4 seconds) → “Knockback State” → After a certain time (0.2 seconds) → “Blow Away State” → After a certain time (0.2 seconds) → “Ground Slam State” → After a certain time (0.2 seconds) → “Bounce” → After a certain time (0.2 seconds) → “Down” → After a certain time (0.2 seconds) → “Get Up” → “Idle”.
In the case of taking consecutive damage, if an attack hit occurs during “Damage State 1”, the flow transitions to “Damage State 2”.
Additionally, if an attack hit occurs during “Damage State 2”, “Knockback State”, “Blow Away State”, or “Bounce”, it transitions back to “Damage State 1”.
The contents of “Damage State 1” and “Damage State 2” are intended to set horizontal movement, vertical movement, and jump speed to zero, or to set movement-related configurations to zero using the “Object Movement” action of the executed action, so that the enemy stops completely in mid-air while playing the vibration animation.
However, no matter what I do, the knockback → blow away movement seems to be carried over while playing the damage animation, and it does not stop in mid-air for a certain period.
Ideally, there would be a checkbox in the TakenDamageSettings hit stop item like “Play Animation”, but…
Is there a way to use states to “stop for a certain period when attacked in mid-air”?
Thank you for your assistance.