#Turn In Place Proof-of-Concept Implementation breakdown
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@shrewd spear
A quick video breakdown of the implementation - just showing the graph flow.
Independent from the implementation, main logic concept would look like this:
- Detect the angle difference between target and character orientations
- If the difference is passing some defined threshold, request a turn in place
- Upon request, pick the animation based on the angle difference
- Play the animation and wait until the difference would become lower than the threshold.
Custom Capsule rotation is unnecessary specifically for the turn in places, as the final orientation is being driven by the input vector.
CMC reference is unnecessary for the turning setup as well, but it’ll be useful for further locomotion setup.
In the state options, "Always Reset on Entry" needs to be enabled.
In my case, in the Blend Stack node I’ve set Animation Time to 0.2 to shift the animations start position a bit further.
I’ve used State Alias, as I wanted to have a transition work from multiple states.
Transition to Idle state is done this specific way because I wanted the transition to start earlier, so the turning could be a bit more responsive, but 180° turns are longer than 90° turns.
I've utilized Chooser Table to store the remaining time threshold, when it assigns matching animation.
This is fantastic, thank you again for taking the time to help me and for sharing your setup with me. I managed to get my BP Player ready on my side, and I’ll dive back into it after the weekend. It’s honestly exactly the kind of solution I was looking for. Thanks again, I really appreciate all the help !!! 😁 🔥