Änderungen
Versionshinweise zu jedem Plugin.
Vertex Procedural Turn In Place
[1.0.0] - 2026-11-05
Initial release. Unreal Engine 5.8, Win64.
Added
- Procedural turn in place: the actor rotates and the feet plant in world space and step procedurally. No turn animations required.
- Any Pawn support (Character or custom, player or AI) via
UVertexTurnInPlaceComponent. - Component state machine: Disabled, Idle, Turning, Pivoting, Moving. Turn at
TurnStartAngleimmediately, or atRealignAngleafterRealignDelay. Rotation uses acceleration and braking. - Idle-to-move pivot toward the movement direction (or aim, for strafing setups).
- AnimGraph node
Vertex Turn In Place(FAnimNode_VertexTurnInPlace) with foot planting, distance/yaw/overstretch-triggered stepping, settle steps, pelvis drop and two-bone leg IK. Place it last, after locomotion and foot IK, right before Output Pose. - Presets (node details, “00. Presets”): UE5 Mannequin and Quadruped.
- Quadruped support: editable Legs array with step groups (FL+HR / FR+HL) and compile-time validation.
- Upper-body twist: configurable weighted spine chain, smoothed by
TwistInterpSpeed(0 = instant, recommended for first person). - Aim limit for first person:
None,DragBody(recommended) andClampCameramodes,MaxAimYawOffset, runtimeSetAimLimit. - Footsteps (no built-in audio/VFX): zero-code
FootstepNotifies(Anim Notify or skeleton notify per foot bone),OnTurnFootstepevent withFVertexTurnFootstepdata and physical material,bEnableFootsteps/SetFootstepsEnabled. - AnimBP access:
AnimDataproperty for Property Access, plusUVertexTurnInPlaceLibrarywith thread-safeIsTurningInPlace,IsPivoting,IsStanding,GetTurnDirection. - Full multiplayer replication: server and owning client simulate; simulated proxies receive a compressed net state (
FVertexTurnInPlaceNetState); non-CMC pawns send throttled aim yaw updates. - Moving platforms: planted feet are carried with the pawn’s dynamic movement base.
- Profiling:
stat VertexTurnInPlaceand Unreal Insights CPU scopes. - Debug drawing: node
bDrawDebugor console variablevertex.TurnInPlace.Debug 1. - Automation tests (9).
Fixed (during development)
- 180° turns: twist and turn direction now agree, and direction no longer flips mid-turn.
- Snapping on fast turns; added AnimGraph
TwistInterpSpeed. - Foot dragging on quadruped skeletons.
- Feet now take at most one settle step after rotation stops.
Known limitations
- Non-CMC pawns: simulated proxies receive rotation at the net update rate (no built-in smoothing).
- Custom gravity is not supported.
