when you have a number of ai move to nodes in succession, because it is conditional pawn moves, and you immediately re-issue the next ai move to with next location after the previous ai move to has succeeded, the transition is a bit choppy or halting
is there another way or method to do the same but to guarantee the movement overall will be smooth
Not entirely sure what you mean by that But to achieve this:
You’d adjust the rotation rate property which you can access from the Details window while having the character movement component selected like this:
Having a low Acceptance Radius and disabling the Stop on Overlap property also helps though, in case of a short delay between succession and the next target being set.
Since you mentioned producing better results with a different animation, I wanna add one more thing. If the last frame of an animation doesn’t match up very well with the first frame of the next one, that poor transition might seem like a stutter which might be what you’re referring to. Though I doubt that could be fixed with a different running animation, for example, since which foot will be in the front when the next AI Move To node fires would be coincidential. In that case, you’d either have two versions of the same animation that’s gonna be transitioned to, where each version starts with a different foot, or use Sync Groups. Good stuff, I don’t know how I lived before finding out about those. Once you see it you cannot unsee it again type of thing.
to better explain my case or what i mean,
consider having a broad destination as goal the pawn must and will eventually reach
the path he will take to reach it will and may vary and is conditional
but movement is a continuous sequence of steps
this is realized by putting an ai move to node in a loop and feeding it the next step as destination once the preceding step has been reached
the next step is calculated based on the previous step the broad destination and other goals
calculating the next step should not take long and i dont really see it as the reason behind the erratic movement
the character is also not really making sharp turns for something like the rotation rate
i thought it was the animation, but this is also only a half truth
it has an underlying point related to your point on the rotation rate : it may be the acceleration and deceleration of the pawn, if any, and related to the acceleration rate
i have increased the pawn’s speed in this case, and if there is acceleration / deceleration upon starting a move / leaving the last point and reaching the next point / stopping, it will also show as erratic movement