Hi, I’ve submitted the v3.3 update to the Marketplace. As shown in the previous video (Top Down Stealth Toolkit v3.3 WIP: Cursor-Driven Player Movement/Aiming Animations - YouTube), it adds a secondary player control system where the player character always looks at the mouse cursor while walking. I’ve added some basic interpolation to make sure that the character doesn’t immediately look at the cursor location, but instead eases into the new rotation over time. Also sprinting cancels the aiming and the character will always face the direction of the sprint.
You can switch between the new control system and the old one by heading over to the “BP_GameMode_CoreGame” blueprint, and then setting the “Default Pawn Class” to BP_PlayerCharacter_Mouse+KeyboardControl or BP_PlayerCharacter_KeyboardControl.
Edit: The update has gone live on the Marketplace. You can identify all the new changes by searching for the Version3_3 Boolean variable in blueprints.