Animation Blueprint

I think the question is more related to AI behaviour.

Move to, commonly used to make it follow doesn’t take the initial rotation into account. In fact its pretty much just straight lines and straight speeds - 0 to maximum immediately.

You have to specifically code the btree to handle turning and velocity increases before the move to is used.
There aren’t many good tutorials on that.

Regarding the animations, turn in place is probably more necessary on quadrupeds, but for the time being you can just get the actor to rotate without any animation playing…
Think of the animation and it’s setup as a reaction to what the capsue/character is actually doing…

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