I’m having trouble using the animation BP to give real-time movement to my character. Because Update Animation only runes every frame the rig lags behind the controller slightly. This is more noticeable when moving faster. I can parent a mesh directly to the controller in the character BP and it will follow just fine in real-time.
Does anyone have any suggestions on how to get the bone to do the same? I have access to all the transformations in BP and C++. I thought of figuring out how to make Update Animation run more times than once per frame but thought that was bad coding practice. I also was thinking on diving into the engine code and figuring out how they work the parenting system in the character BP.
Any suggestions would be useful.