Quick Start
ဤအကြောင်းအရာကို သင့်ဘာသာစကားဖြင့် မရရှိသေးပါ။
Five minutes from install to a turning character. Mannequin defaults need no extra settings.
1.1 Enable the plugin
Section titled “1.1 Enable the plugin”- Edit > Plugins, search “Vertex”, enable Vertex Procedural Turn In Place.
- Restart the editor.
Plugins window with Vertex Procedural Turn In Place enabled.
1.2 Add the component
Section titled “1.2 Add the component”- Open your Character (or any Pawn) Blueprint.
- Components > Add and pick Vertex Turn In Place.
- Leave the defaults. Compile and save.
Character Blueprint, Components panel showing Vertex Turn In Place.
Details panel of the component with the Vertex |Settings |... groups expanded.
The component never changes your Character Movement rotation flags. While the pawn stands still it owns the actor’s yaw; while moving, your own locomotion setup (Orient Rotation to Movement, Use Controller Desired Rotation, …) is in control as before.
Character Movement component with your rotation flags (for reference).
1.3 Add the AnimGraph node
Section titled “1.3 Add the AnimGraph node”- Open your Animation Blueprint, then the AnimGraph.
- Right-click, search Vertex Turn In Place, add the node.
- Connect it last: after your locomotion and after foot IK / Control Rig, right before Output Pose. The node keeps the foot height from the incoming pose, so ground IK stays intact; placed before foot IK, the foot IK overrides the planted feet and they slide:
[Locomotion State Machine] -> [Control Rig / Foot IK] -> [Vertex Turn In Place] -> [Output Pose]- Compile. The node finds the component on the owning actor by itself. No Animation Blueprint variables are needed.
AnimGraph with the node placed between locomotion and Output Pose.
Node Details panel showing the numbered categories (00. Presets … 07. Debug).
1.4 Skeleton setup
Section titled “1.4 Skeleton setup”| Skeleton | What to do |
|---|---|
| UE5 Mannequin | Nothing. Legs, pelvis and spine chain are pre-filled. |
| Custom biped | Fill 01. Legs (thigh, calf, foot per leg; left = group 0, right = group 1), Pelvis Bone, and Spine Chain. |
| Quadruped | Fill the leg bones, press Quadruped in 00. Presets, then fill any bones the preset cleared. See Use Cases. |
00. Presets buttons (UE5 Mannequin / Quadruped).
The Blueprint compile step validates the node: missing bones, broken thigh-calf-foot chains and spine bones that carry a leg are reported as warnings.
Compile result showing a node validation warning.
1.5 Test it
Section titled “1.5 Test it”- Play in editor, stand still, move the mouse to turn the camera.
- Past Turn Start Angle (75 degrees by default) the actor turns and the feet step.
- Press
vertex.TurnInPlace.Debug 1in the console to draw planted (green), stepping (yellow) and animated (blue) feet.
Viewport with the debug draw enabled during a turn.
