Following turns don’t activate turn transition because root yaw offset doesn’t pass 90, this code is from Udemy c++ third person shooter course.
I used an aimoffset blend to handle that in animation. I used mouse x and y to drive that blend space. I think you might have to normalize or get the magnitude the mouse x and y. Debug the mouse position x and y. It’s been a long time since I messed with those settings.
Thanks for the reply. I have the aim offset setup, the problem I’m having is the rotate root bone isn’t rotating the root on the second turn in the same direction. Does the aim offset affect the turn in place in anyway (as far as the root and leg animation)?
I went with a blueprint solution works perfect just need to figure out the C++ equivalent.
This is what i have so far.
I think that leg rotation depends on if you want it to, you have to make it do it. It all depends on the controls you set up and how you want the game to play. I think it’s what ever you set for the bounds of the aim of set, you’ll have to use it to drive the leg rotation (off the top of my head). Not being smart, I’m certified dummy, lol. I think there’s two different types of Aim offsets (I can’t even remember which one I used), and it’s been a while. That was for a first-person control where the player actually had to draw the weapon. Sorry I couldn’t be more help.