Hello, I’m currently looking into methods to make the character turn more smoothly. At the moment I have “Orient Rotation to Movement” enabled and “Use Controller Rotation Yaw” disabled. The results work, but the origin of the movement (after it gets another task) is still rotating instantanious.
Now I tried it with a different system that I’ve seen in a previous post on the answerhub (which I can’t find anymore). The system uses a point in front of the character to make the character follow that point to have a more natural and smooth transition when it rotates and moves around the world. But no matter what I can’t get it to work. I’ve tried it with a task system as I use a behaviour tree but the origin snaps like before. I might have made a mistake in my task, I’m not quite sure.
Here’s a screen of what my task looks like. The target location gets stored in the blackboard and updated everytime the player gets seen.
Here is also a picture that describes how I would like the system to work.
The black arrows show how the system works right now, the green arrows show how I would like to set it up.
The guy on the left is just a visualization how I want to set it up, but have failed to do so in the past.
Ideally the AI should always move forward and follow that little dot in front of him and in case of turn-arounds or sharp corners (>45°) it should try to rotate around smoothly, without immediately snapping in that direction with its origin.
Also, is it better to use such a system on the controller itself or in a task?
Thanks in advance, if anybody can guide me in the right direction that would be of major help.