I’ve been playing around with creating a simple AI which just uses pathfinding to follow the player around.
Now I’ve run into a problem with the “Rotation Rate” on the “CharacterMovement” component. No matter what I set the value to it still rotates extremely slowly towards the direction of travel.
I never figured out why it was rotating super slowly so I decided to just handle it’s rotation manually with Blueprint.
What I do is I take it’s velocity vector and I multiply it by 1000, I then use this new vector I calculated and the actor location to get a look at rotation, I then break the rotation and reconstruct it using only the Yaw as I don’t want any of the other axis to affect it. Lastly I use an interpolation between my actors current rotation and the new rotation I just calculated which makes it turn nice and smoothly.
I think this must still be a bug - even in 4.11. I’ve unchecked Controller Rotation and checked Orient Towards Movement, expecting it to respect Rotation Rate but it still doesn’t work. No matter what value I put in - it rotates with the same fast speed.
If you need a function with “delta time”, you can set it up on the Event Graph. Right Mouse Click on your event graph and type “Event Tick”. You’ll get an event that’s called every frame with “Delta Seconds” as the parameter.