I tried applying this to the default third person character blueprint so that the character doesn’t “snap” from one direction to another, so to speak. This is how I adapted it
(I duplicated ‘inputMovementAction iA_move’ to use it separately for the forward/backwards movement)
This didn’t seem to change much, and changing the interp speed doesn’t change anything either. What can I do to fix this? If this isn’t the best way to smooth out movement, is there an easier one? Thanks in advance
I see several nodes, all beginning with “Dynamic weighted moving average ___.” which would be best to use here and how would you apply it to the nodes?
Is the character controller component present in the 3rd Person template? I can’t find it in the BP_thirdPersonCharacter blueprint. Would I have to set up a character control BP manually?
I managed to set that up successfully, and it does work quite well. However, if you orient your character one way and then move in the opposite direction, the character will immediately teleport to the other direction instead of turning around. Is there a fix we can implement to remedy this?
EDIT: I noticed the interp speed was still set to 0, increasing that fixes this, thanks! However, after that changing the value to something smaller doesn’t do much, and I still see that “snapping” between running forward to running diagonally