Vertex Procedural Turn In Place
Actor-based procedural turn in place for Unreal Engine 5.8 (Win64). It works on top of any animation: no turn animations, no Montages, no Animation Blueprint variables required.
What you get
Section titled “What you get”- Turn in place for any Pawn (player, AI, Character or custom Pawn). The actor rotates toward the aim; feet plant and step procedurally.
- Idle-to-move pivot: the actor pivots toward the movement direction before locomotion takes over.
- Upper-body twist toward the aim while standing.
- First-person aim limit: drag the body or clamp the camera so the view never gets far ahead of the body.
- Bipeds and quadrupeds: UE5 Mannequin defaults, one-click Quadruped preset, any leg count.
- Footsteps: reuse your existing footstep Anim Notifies, or bind an event.
- Fully replicated: server, owning client and simulated proxies. No cost on dedicated servers beyond the component tick.
- Moving platforms supported; teleport safe.
Two pieces
Section titled “Two pieces”| Piece | Where | Job |
|---|---|---|
| Vertex Turn In Place component | Character / Pawn Blueprint | Decides when and how fast the actor turns. Replicates state. |
| Vertex Turn In Place AnimGraph node | Animation Blueprint | Plants and steps the feet, drops the pelvis, twists the spine. |
Documentation
Section titled “Documentation”- Quick Start
- Component Settings
- AnimGraph Node Settings
- Blueprint API
- Use Cases
- Performance and Troubleshooting
Requirements
Section titled “Requirements”Unreal Engine 5.8, Windows (Win64), UE5-style skeletons (Mannequin biped or any custom biped/quadruped with thigh-calf-foot leg chains).
