Third person
Section titled “Third person”Defaults work. Keep Aim Limit Mode = None. The body turns once the camera is 75 degrees off, or 30 degrees for one second.
- Snappier: Turn Start Angle 50, Max Turn Speed 300.
- Relaxed: Turn Start Angle 100, Realign Delay 2.
Third-person Character Blueprint with component and Character Movement rotation settings.
First person
Section titled “First person”The camera is the body’s aim, so the view can get far ahead of the body. Limit it:
- Aim Limit Mode = Drag Body. The camera stays free; when the offset exceeds Max Aim Yaw Offset, the body is dragged to the limit.
- Keep Enable Upper Body Twist on, with Max Twist Angle at least as large as Max Aim Yaw Offset, and set Twist Interp Speed = 0, so the arms follow the aim instantly while the feet catch up.
- Use Clamp Camera instead if you want the view itself to stop at the limit (local player only).
First-person Aim Limit settings.
Tighter limit while aiming
Section titled “Tighter limit while aiming”A small limit while aiming down sights is a normal approach. Drag Body moves the body to the limit in one frame, so a sudden change from 90 to 15 degrees snaps the body. Blend the value instead:
- Each tick while aiming state changes, compute
FInterp To (Current, Aiming ? 15 : 90, Delta Time, 10). - Call Set Aim Limit (Drag Body, value) on the owning client and the server.
Blueprint calling Set Aim Limit with an interpolated value when aiming starts and ends.
Quadruped
Section titled “Quadruped”- In 01. Legs add four legs (thigh, calf, foot each). Typical order: front-left, front-right, hind-left, hind-right.
- Press Quadruped in 00. Presets. It sets groups 0, 1, 1, 0 (trot), overlap and drift values, and clears Mannequin bones that do not exist.
- Fill any leg bones the preset cleared.
- Spine Chain: use neck and head only. A spine bone that parents a front leg drags that leg.
- Set Pelvis Bone to the hip/root bone, or leave empty to disable.
Quadruped Legs array filled with 4 legs and groups 0, 1, 1, 0.
Quadruped Spine Chain with neck and head only.
Long bodies: raise Max Foot Drift; the node shortens steps automatically when the body rotates faster than the feet can follow.
Multiplayer
Section titled “Multiplayer”- The component runs on the server and the owning client; simulated proxies receive a compact replicated state and smooth the aim.
- Set Turn In Place Enabled: call on the server.
- Set Aim Limit: call on the owning client and the server.
- Non-Character pawns (no Character Movement) send their aim to the server automatically.
- Footsteps are cosmetic and local; none are produced on dedicated servers.
AI and NPCs
Section titled “AI and NPCs”Add the component to any AI Pawn. The aim is the controller’s control rotation. No per-character tuning is needed.
Footsteps for turning
Section titled “Footsteps for turning”Turn steps are not in any animation, so your animation footstep notifies cannot fire for them.
Option A: reuse your notify (no code). In Footstep Notifies add one entry per foot: set Foot Bone to the leg’s foot bone (or leave None for all), and pick your footstep Notify class. Configure it exactly as in an animation.
Option B: Blueprint. Bind On Turn Footstep, branch on Is Plant, use Location and, with Trace Footstep Ground on, Ground Hit for the surface.
Option C: named notify. Set Notify Name to Footstep and handle AnimNotify_Footstep in the Animation Blueprint.
Footstep Notifies entries for left and right foot.
Moving platforms
Section titled “Moving platforms”Standing on a moving or rotating base is supported: planted feet travel with the platform, no setup needed.
Teleport and respawn
Section titled “Teleport and respawn”Planted feet reset automatically on a teleport (more than 200 cm), when the node comes back from being irrelevant, and on Reset Dynamics.
