I did set up a “turn in place”- animation for my character, which is triggered depending on the speed (== 0) and the turn rate of the character…
Now I want to replicate this logic, so that the other players can also see the “turn in place”- animation when one player is turning. How could I manage to do that?
The following pic is from the Anim Graph of my Characters Animation Blueprint:
I’ll give you my solution for “Turn in Place”-Animation with replication. Hopefully it is not too confusing. Here is my Animation-Blueprint EventGraph:
Basicly I am saving the Characters “Yaw”-Value every frame into a temporary float variable (“Save Last Yaw”) and checking the difference to the yaw-value of the last frame.
This should also work for single player, but for pure single player it should be easier. Maybe saving the mouse input on the x-axis inside the Character-Blueprint and reading it inside the animation-blueprint.
“Maybe saving the mouse input on the x-axis inside the Character-Blueprint and reading it inside the animation-blueprint.”
That is exackly what I ended up doing actually. At the moment I am just working on single player, but this will eventually have to be replicated so this really helps me out. Thanks!
The speed of the Animation is linked to the speed of the characters rotation (Turn Value). It could use a little more tweaking, but I am fine with it for now.
that is SO HELPFUL, thank you so much BrainDrain85, im working also on a TIP with a yaw offset , your Bps will help me a lot !
many tanks, ill update this post with my own when it is finished
That looks great. Could you post a pic or video of the anim-graph? Iv’e been working with making a flexible locomotion system, and seeing what other people have done can be helpful.
Thanks! It is pretty much all there… except that I changed the turn in place node to get the animation controlled by the turn value. But here is a vid. Hope it helps: http://struggleofmages.com/files/AnimGraph.mp4
Do you think you could post a photo of your main character BP? I’ve implemented the same thing that you did in the video across my animation blueprint, and for some reason my turn in place animation is still broken, and can’t figure out where it’s failing along the line.