Hey @barbrian0723!
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.
So, hope these help