I’ve been working on movement for a horse character, and I’m having some trouble with it. I couldn’t figure out how to achieve quite what I wanted with the normal Rotation Speed in the character movement component, so instead I set up a turning system where the horse always moves toward a scene component “rotation target”, and right/left input is directed toward rotating this target around the horse instead of rotating the horse itself. This works great for the player, resulting in smoother, more natural turns, but when I used AIMoveTo to see how it looked on NPCs, I found that the AI doesn’t use the target at all, and accesses standard right/left input that the player can’t.
Does anyone have any ideas on getting the AI to use the same rotation that the player does? I also feel like I may be going about this wrong, so if anyone has any ideas to point me in the right direction, that would also be appreciated. I haven’t been able to find much on quadruped movement, so general resources there would be good, too.