Hi, I’m trying to implement a turn in place logic for my fps character.
The issue I am facing is, when character turns the animation happens but when animation happens the actor is not really rotated. So the turn animations trigger again.
I tried to fix that by setting actor rotation to be the yaw difference between control rotation and actor rotation just before the animation started. I cache that difference and then use it when the anim notify at the end of the animation executes. This creates a snapping for only a frame or so. I couldn’t find a work around for that problem.
I managed to get that frame’s pose it looks like this.
Normally it looks like besides that frame. It should look like this.
I don’t understand the problem. Do you know why that happens? If you know better approaches I am open to that as well.
I added a state for turning and I play turn sequences there in my locomotion state machine. After that I rotate spines based on pitch and yaw rotations in the AnimGraph. That’s also why the upper body should be fixed with only the legs moving.

