Character facing wrong way - Layered blending bow w/Animation game sample

I am using layered blend per bone to try and apply a bow aiming animation on the animation sample. It isn’t facing the right way and I’m not sure what is happening.

I’ve tried:

  • editing the angle in the animation clip itself
  • adjusting the layer setup (targeting more bones down to spine)
  • messing around with Character blueprint, setting Orient rotation to movement to false while simultaneously setting controller desired rotation to true.

Animation games create an intriguing moment when a character faces in the wrong direction. Despite the directional misstep, the “Layed Blending Bow” technique is used to seamlessly adjust character movements. The animation is given a dynamic, fluid feel, enhancing the immersive experience. The unexpected angle can enhance gameplay by providing a greater challenge when controlling and interacting with the character’s movements.

Are you using an aim offset? If not, why not?

If yes, then order of operation is likely wrong, causing the issue.

I am not, but will give it a try.