my character starts the game sleeping, then gets up, and when the “get up” animation sequence finishes playing in my state machine, it goes to the next state which is a Idle/walk/run blend space state.
however, I had to rotate my character movement for the sleep animation to be aligned correctly:
Could you show the skeleton of the character when it’s on the bed?
Where is the root bone pointing while the character is sleeping?
Is it parallel to the bed while the character is sleeping and then you rotate it to be at a 90 deg angle before the character stands up?
You seem to be rotating only by 25 degrees in the bp.
You could also try setting the player controllers rotation in place of the movement component.
The solution may be different if the character moves by an ai controller (point and click) or by a player controller via keyboard / controller (wasd ,arrows)
So the thing is, my character can move either by point and click with a “simple move to location” node, and also with WASD / arrow keys.
since the game is isometric with a fixed camera rotation, my player start actor has to be positioned at a specific rotation for the WASD keys to behave properly. if I change the player start rotation, W will not move the character north for example.
because of this, in a new game I have to use code to change the rotation of the character movement so the sleep animation is properly aligned to the bed:
after the get up animation finishes playing I align the character movement by eyeballing it to the position the character ends up facing, but that probably causes the animation jumping
This is doesn’t matter. The issue here is likely that you are rotating the pawn, but not the controller. So there is a mismatch between the two, resulting in the problem you are experiencing.
If you attempt to set the control rotation instead of the pawn (and / or try both / either / or), you will get the results you are after.