How to calculate Loc offset of 130 units from Forward vector of Enemy?

With the default skeleton yes, it’s a bit odd they don’t use the correct forward axis in the first place. This is just a local rotation of a single component in your actor, which you generally won’t be dealing with in absolute space. You can use the Actor rotation in an absolute world vector with a “GetActorRotation” node. There is also a FindLookAtRotation node which gives you a rotation vector for an actor standing at position A looking at position B. This makes it easier to get a rotation for character A looking towards character B and B towards A. You could set the rotation of both actors to look towards eachother using the SetActorRotation node during an animation.

Also, for very precise animation syncs between two things you can also think of IK setups, those are used when you need animations to be more flexible such as putting a foot on uneven terrain or a hand on a moving door.

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