Player Input Direction vs Other Actor Rotation

There’s two things to un-tangle here.

First: Movement, versus rotation. You don’t need to have “face to movement direction” turned on. And if you do, you could make the configured rotation speed be quite fast. But it’s totally reasonable (in some designs) to strafe rather than turn when moving sideways, and keep turning entirely within player control.

Second: Combo trigger. Most combo systems trigger based on input not based on movement. So, if the combo is “move towards enemy, then press X” then your trigger state machine should see a history of “move towards enemy” (which is presumaby “stick up” or “W key,” which maps to “move forward axis.”) followed by an input of “X button pressed.” How the player pawn actually gets moved by the physics/simulation, is not part of a typical combo system trigger sequence.

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