How to rotate smoothly while tracking

Hi everyone!

I’m actually making a game in UE 4.27 where the player needs to fight some enemies on his way, using only close combat interactions to beat them down.
I’ve recently added a targeting system that integrates very well the concept, as the player can easily target an enemy and fight him til he’s out of combat, but I encountered a problem: the targeting alone isn’t enought to get the right feeling, mainly because some hits don’t interact with the enemy, resulting with a fight that feels too sloppy.

To improve that, I thought about a tracking system similar to the one in the Dark Souls franchise, with the player character that rotates a bit when he’s targeting and is really close to the enemy, so he can easily hits kicks and punches.
After reading some documentation, I made the blueprint attached and it works correctly, but I can’t rotate smoothly the character as the rotation occurs immediately and feels innatural sometimes, am I missing something?

FIY:
Hit Target → The targeted pawn that is currently fighting the player;
Is Targeting → A bool that tells if im in targeting mode or not;
Is Close To Enemy → A bool binded to an extra capsule collision, it tells if I’m really close to the enemy or not;

Hey there @LeonHawkins! Welcome back to the community! So for the most part you’ve got it perfect, though the Rinterp node usually takes an updating delta time directly from your event tick, and also are you repeatedly firing this function or only once? Rinterp is often used firing repeatedly until it’s done, kind of like this example:

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Hi!
I tried to move the logics in the EventTick and it worked!
Thank you so much :smiley: