Component Settings
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Component: Vertex Turn In Place (UVertexTurnInPlaceComponent). Category path in Details: Vertex |Turn In Place and Vertex |Settings |{Group}.
Component Details panel, all groups expanded.
Turn In Place
Section titled “Turn In Place”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Enabled | On | Master switch. Replicated. Change at runtime with Set Turn In Place Enabled (server). | Turn off for ragdoll, cutscenes, vehicles, ladders, or any state that owns rotation. |
Turning
Section titled “Turning”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Turn Start Angle | 75 deg | Aim offset that starts a turn immediately. | Lower (45-60) for responsive shooters; higher (90+) for relaxed exploration. |
| Realign Angle | 30 deg | Smaller offset that starts a turn after being held for Realign Delay. | Slowly re-centres the body when the camera rests off-axis. Raise it to Turn Start Angle or above to effectively disable. |
| Realign Delay | 1 s | How long the offset must stay above Realign Angle. | Lower for an eager body, higher for a lazy one. |
| Turn Stop Angle | 2 deg | A turn ends when the remaining angle is below this. | Raise slightly if the body creeps at the end of turns. |
| Max Turn Speed | 200 deg/s | Top rotation speed of the body. | Raise for agile/combat characters, lower for heavy ones. Keep in mind faster turns shorten steps. |
| Turn Acceleration | 720 deg/s^2 | Acceleration and braking of the rotation. | Lower = soft starts and stops; higher = snappy. |
Aim Limit
Section titled “Aim Limit”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Aim Limit Mode | None | None: no limit (third person). Drag Body: camera stays free, body is dragged when the limit is exceeded (first person). Clamp Camera: camera yaw is clamped around the body until it catches up (local players only). | First person: Drag Body. Third person: None. |
| Max Aim Yaw Offset | 90 deg | Maximum angle between aim and body while standing. Only active when mode is not None. | Tighter (15-45) while aiming down sights; looser for free look. The effective turn start becomes min(Turn Start Angle, 0.9 x Max Aim Yaw Offset). |
Change both at runtime with Set Aim Limit (call it on the owning client and the server). See First person.
Aim Limit group with Drag Body selected.
Start Pivot
Section titled “Start Pivot”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Enable Start Pivot | On | When movement starts at a large angle, pivot toward the movement direction first. | Turn off if your locomotion already has start animations for every direction. |
| Pivot Min Angle | 45 deg | Minimum facing-to-movement angle that triggers a pivot. | Raise to pivot less often. |
| Pivot Speed | 720 deg/s | Rotation speed of the pivot. | Lower for a heavier feel. Match the node’s Pivot Blend Time. |
Movement
Section titled “Movement”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Moving Speed Threshold | 10 cm/s | Horizontal speed above which the pawn counts as moving. Falling, root motion and root-motion sources also count as locomotion. | Raise if tiny drifts (sliding on slopes) wrongly cancel idle. |
Footsteps
Section titled “Footsteps”Turn-in-place steps are procedural, so animation footstep notifies never fire for them. These settings reuse your footstep system.
| Setting | Default | What it does | Use case |
|---|---|---|---|
| Enable Footsteps | On | Master switch for footstep notifies and the On Turn Footstep event. Local, cosmetic. Toggle with Set Footsteps Enabled. | Turn off for silent characters or when handling sound elsewhere. |
| Footstep Notifies | empty | One entry per foot. Each has Foot Bone (None = every foot), an instanced Notify (your Anim Notify, configured like in an animation), or a Notify Name that calls AnimNotify_<Name> in the Animation Blueprint. |
Zero-code reuse of your footstep notify. |
| Trace Footstep Ground | Off | Traces the ground under each footstep and passes the hit (with physical material) to On Turn Footstep. Not needed for Footstep Notifies. | Surface-based sounds from Blueprint. |
| Footstep Trace Channel | Visibility | Channel for the ground trace. | Use a custom channel if Visibility hits unwanted geometry. |
| Footstep Trace Distance | 50 cm | Trace length above and below the foot. | Increase for tall steps or uneven ground. |
Footsteps are never produced on dedicated servers.
Footstep Notifies array with one entry per foot and your footstep notify assigned.
Note: Footstep notifies fired this way have no
Animationasset (it is null). If your notify’s code readsAnimation, add a null check.
