I have a character with an animation state machine that updates one frame after I tell it to change states. The problem is I also update the rotation, which means for one frame, the rotation is off from the animation that is to play.
Looking for insight into what is happening, I came across the following thread about the order of animation tick and character tick. This appears to confirm what I am seeing. And I have an idea how to write my scripts to this architecture, though it is a bit more involved that I would like.
So I wanted to ask if anyone knows of an easy or straight forward way to run a character blueprint script before the character’s animation evaluates and updates?