Hey! I’ve been trying to figure out how to fix this bug. Let’s say I’m not an expert in animation programming.
I have a bone on my character that should always be aiming toward where the mouse is. I calculate the position every animation update and force the bone rotation using this:
However, my character can turn around. When he is in the process of turning, the hand does not stick to the target. Here is a video of the problem. The red sphere is the target (Hand Look At) as recorded by the animation blueprint. The red line is the forward vector of the bone.
https://puu.sh/Db2ZF/655aaab92d.mp4
I’m fairly sure it is tied to interpolation, but the interpolation time value of the look at is set to 0. Should I disable something else?
I guess I find it weird because I figured the interpolation would be done in the blend space and the modified hand position would be set after.
Thanks for your help!