Is there a way to insure that a 2D Aim Offset will always be applied to the character using the character’s orientation?
I have created the Aim Offset and it works as expected when wired up in a state that utilizes a root motion based walk cycle. But I need to get it working with a root motion sequence that has the character pivoting thru 360 degrees. At the moment I have the Aim Offset parameters set to static values. The character arms gyrate once per character revolution (one animation loop) in a way that suggests the Aim Offset is working in Player Controller coordinate space and is ignoring the character / pelvis orientation.
Maybe this is just a weakness of the Aim Offset asset but I’m also not finding a way to rotate the Aim Offset in BP before combining it with the Base Pose. Do you have any suggestions?