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