I’m making top-down shooter games like ‘The Ascent’ and ‘Weird West’. In the default state (when not aiming), Orient Rotation Movement is set to true and Use Controller Desired Rotation is set to false so that the character rotates in the direction of movement with WASD.
When aiming, Orient Rotation Movement is set to false and Use Controller Desired Rotation is set to true. By setting to true, a straight motion was created so that the mouse cursor looks in the direction it is aiming.
However, I found that the feet moved strangely at certain Direction values due to the difference in animation direction in the blend space. This phenomenon is found at approximately -115 degrees between BackwardLeft and Left, or approximately 115 degrees between BackwardRight and Right.
Perhaps the Direction value, which determines which of the two animations to output, spans the middle value, causing the animations to blend together.
As suggested in this link, I would like to implement a method of increasing the Direction value in increments of 45 degrees, such as 0 → 45 → 90 → 135, so that it does not fall in the middle.
How can there be no solution? Otherwise, you don’t have to use blendspace like the method shown in the link. I just want to create smooth strafe movement transitions like that solution.
My strafing motion problem
When not aiming, the Direction value of Blendspace is fixed to 0 through the UnAimedDirection value.
Experts, please help!! I’m wasting weeks on this problem…





