Hey, thanks for getting back to me. Your project is looking really good, and the info you supplied is really helpful! I had looked into curve driven rotations and have seen some examples of it put to good use, but the usual camera-driven rotation set ups are not always easily transferred into a top down system - good to see you’ve managed it.
Do you feel you have more control over the turn in place animation now with it being executed in the animation blueprint? I can get the dot product solution working now, but its also introducing some things I need to sort out with regards to aiming, etc, so I’ll probably need to do some further work on the system.
I’m working on a survival horror game which has a shooting mechanic. I planned to use turn in place while idle or aiming while idle. The dot product gets me there, but I don’t understand it enough to make the system precise:
The turn in place solution I have now is cool, and the solution provided by Austrian Munzter has definitely given me some food for thought, but I’d like more control over the rotation. It’s not a major system and can always be revisited, but sometimes you don’t know what you don’t know, so its always super helpful to see how others approach it - thanks again!