Distance Matching Locomotion : Giving it a shot!

Oh i’m open to talk about what i’ve done and how to set it up on your own. As far as code sharing not so much, still spent a couple serious hours on this.
Yet, Epic might distribute their own solution as mentionned a couple times on stream anyway.

I think the hardest part is to solve the first order derivative equation of the characterMovement component, to predict where the pawn will stop/Pivot.
Highschool math right there, otherwise it’s rather straight forward:

  1. Compute Distance to point
  2. Search the animation file’ distance curve for proper time to be at
  3. Play the animation on single frame mode and provide the time you found as input
  4. Repeat