AnimGraph Node Settings
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Node: Vertex Turn In Place (FAnimNode_VertexTurnInPlace). It plants the feet in world space while the actor rotates, steps them with procedural arcs, lowers the pelvis, and twists the upper body toward the aim. It also carries moving-platform motion and keeps any foot motion that is already in your animation.
Place it last, after locomotion and after foot IK / Control Rig, right before Output Pose. It keeps the incoming foot height, so ground IK is preserved. Settings marked pin can be exposed as pins and driven at runtime. Like every Skeletal Control node it also has Alpha and LOD Threshold.
Node Details panel, all categories expanded.
00. Presets
Section titled “00. Presets”| Button | Result |
|---|---|
| UE5 Mannequin | Restores Mannequin legs, pelvis and spine chain. |
| Quadruped | Sets 4 legs with step groups 0, 1, 1, 0; Step Overlap 0.5, Step Trigger Distance 10, Max Foot Drift 40, Pelvis Drop 1.0. Clears leg bones missing from the skeleton, removes spine entries that are missing or that parent a leg, and renormalises spine weights. Hierarchy based, not specific to any skeleton. |
00. Presets buttons.
01. Legs
Section titled “01. Legs”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Legs | Mannequin L/R | One element per leg: Thigh, Calf, Foot bones (a chain, in that parent order) and a Step Group. | Fill for custom skeletons. Any number of legs. |
| Step Group (0-7) | L=0, R=1 | Legs in the same group step together; groups alternate. | Biped: left 0, right 1. Quadruped trot: front-left + hind-right 0, front-right + hind-left 1. |
02. Stepping
Section titled “02. Stepping”| Setting | Default | Pin | What it does | Use case |
|---|---|---|---|---|
| Step Duration | 0.35 s | yes | Time of one step. | Longer = slower, heavier steps. |
| Step Height | 8 cm | yes | Peak foot lift. | Scale with leg length. |
| Step Trigger Distance | 15 cm | yes | A planted foot steps once it drifts this far from where the animation wants it. | Lower = more frequent steps. |
| Step Trigger Angle | 30 deg | yes | Same, for foot yaw. | Lower = steps earlier on turns. |
| Max Foot Yaw Offset | 75 deg | no | Planted feet never twist further than this from the animation; beyond it they slide with the body. | Prevents twisted ankles during very fast turns. |
| Max Foot Drift | 35 cm | no | Planted feet never drift further than this; beyond it they slide with the body. | Raise for long-legged or long-bodied characters. |
| Min Step Duration | 0.2 s | no | Shortest step during fast rotation. Steps only shorten when the body turns faster than feet can follow at Step Duration. Set equal to Step Duration to disable. | Fast mouse flicks. |
| Step Overlap | 0.25 | yes | How early the next group may start, as a fraction of the current step (0 = strictly alternate). | Quadrupeds: about 0.5. |
03. Stepping | Settle
Section titled “03. Stepping | Settle”After rotation stops, each foot takes at most one small step to match the animation.
| Setting | Default | What it does |
|---|---|---|
| Settle Delay | 0.2 s | Wait before settle steps. |
| Settle Distance | 5 cm | Settle when a foot is off by more than this. |
| Settle Angle | 15 deg | Settle when a foot yaw is off by more than this. |
04. Pelvis
Section titled “04. Pelvis”| Setting | Default | Pin | What it does | Use case |
|---|---|---|---|---|
| Pelvis Bone | Mannequin pelvis | no | Bone lowered while stepping. Empty = disabled. | Set on custom skeletons. |
| Pelvis Drop | 1.5 cm | yes | Drop at the peak of a step. | Subtle weight shift. Quadrupeds use about 1. |
05. Upper Body
Section titled “05. Upper Body”| Setting | Default | Pin | What it does | Use case |
|---|---|---|---|---|
| Enable Upper Body Twist | On | yes | Twists the upper body toward the aim while standing. | Turn off if your animation already has an aim offset. |
| Spine Chain | Mannequin spine, neck, head | no | Bones sharing the twist, root to tip, each with a Weight (should total 1). | Quadrupeds: use neck and head only. Bones that carry a front leg drag the legs. |
| Max Twist Angle | 90 deg | yes | Maximum twist. | Keep it at least as large as Max Aim Yaw Offset in first person. |
| Twist Interp Speed | 10 | yes | How fast the twist follows the aim. Smooths sudden camera flicks. 0 = instant. | Set 0 for first person so the arms stay on the aim. |
06. Blending
Section titled “06. Blending”| Setting | Default | What it does | Use case |
|---|---|---|---|
| Locomotion Blend Time | 0.2 s | Blend in and out of locomotion. | Raise if the idle-to-walk handover pops. |
| Pivot Blend Time | 0.3 s | Blend into locomotion while pivoting at movement start. | Match roughly the pivot duration (angle / Pivot Speed). |
| Fallback Moving Speed | 30 cm/s | Without a Vertex Turn In Place component, the node blends out above this speed. | Only for actors without the component. |
07. Debug
Section titled “07. Debug”| Setting | Default | What it does |
|---|---|---|
| Draw Debug | Off | Planted feet green, stepping yellow, animated blue. Console: vertex.TurnInPlace.Debug 1. |
Compile-time validation
Section titled “Compile-time validation”The editor node warns about an empty Legs array, missing bones, broken chains (calf not a child of thigh, foot not a child of calf), spine bones that are parents of a leg, and spine weights that do not total 1.
Examples of node validation warnings after compile.
