Procedural Animation Variables

Hello!

I’ve decided to learn some procedural animation, and figured I would start with something really simple, like a head facing the direction of the player camera. I’m doing this by assigning a rotator variable in a Control Rig, however that seems not to work. I’m not sure why, and from most research I’ve done, it seems like controllers are a good alternative, but I can’t figure out how they work.

The current implementation I have is I am accessing the rotation of the player camera in the animation blueprint for the player, and then assigning that rotator to the variable of the control rig. As far as I’m aware it should be working just fine, but for some reason, it seems it’s not applying the same rotator values in the control rig?

For example, the rotator in the animation blueprint will be something like (0, -80, 90), but the rotator in the control rig will be (0, -.4, .1), or seemingly random tiny values. Here are some screenshots of how I’m applying these variables.

Control Rig:

Animation Blueprint:

From my own debugging, the value is correct in the animation blueprint, it just seems when I’m passing it to the control rig, it is incorrect.

(This is a ss of how I’m passing the value to the Control Rig)

Any help is appreciated. Thanks! :slight_smile:

(post deleted by author)

So it actually seems that I’m not replicating variables correctly. It works in singleplayer, but not multiplayer. Still can’t figure it out. The camera rotation variable replicates.

I’ve finally figured it out. It was actually a replication issue… :slight_smile: