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Vertex Procedural Turn In Place

[1.0.0] - 2026-11-05

Initial release. Unreal Engine 5.8, Win64.

Added

  • Procedural turn in place: the actor rotates and the feet plant in world space and step procedurally. No turn animations required.
  • Any Pawn support (Character or custom, player or AI) via UVertexTurnInPlaceComponent.
  • Component state machine: Disabled, Idle, Turning, Pivoting, Moving. Turn at TurnStartAngle immediately, or at RealignAngle after RealignDelay. Rotation uses acceleration and braking.
  • Idle-to-move pivot toward the movement direction (or aim, for strafing setups).
  • AnimGraph node Vertex Turn In Place (FAnimNode_VertexTurnInPlace) with foot planting, distance/yaw/overstretch-triggered stepping, settle steps, pelvis drop and two-bone leg IK. Place it last, after locomotion and foot IK, right before Output Pose.
  • Presets (node details, “00. Presets”): UE5 Mannequin and Quadruped.
  • Quadruped support: editable Legs array with step groups (FL+HR / FR+HL) and compile-time validation.
  • Upper-body twist: configurable weighted spine chain, smoothed by TwistInterpSpeed (0 = instant, recommended for first person).
  • Aim limit for first person: None, DragBody (recommended) and ClampCamera modes, MaxAimYawOffset, runtime SetAimLimit.
  • Footsteps (no built-in audio/VFX): zero-code FootstepNotifies (Anim Notify or skeleton notify per foot bone), OnTurnFootstep event with FVertexTurnFootstep data and physical material, bEnableFootsteps / SetFootstepsEnabled.
  • AnimBP access: AnimData property for Property Access, plus UVertexTurnInPlaceLibrary with thread-safe IsTurningInPlace, IsPivoting, IsStanding, GetTurnDirection.
  • Full multiplayer replication: server and owning client simulate; simulated proxies receive a compressed net state (FVertexTurnInPlaceNetState); non-CMC pawns send throttled aim yaw updates.
  • Moving platforms: planted feet are carried with the pawn’s dynamic movement base.
  • Profiling: stat VertexTurnInPlace and Unreal Insights CPU scopes.
  • Debug drawing: node bDrawDebug or console variable vertex.TurnInPlace.Debug 1.
  • Automation tests (9).

Fixed (during development)

  • 180° turns: twist and turn direction now agree, and direction no longer flips mid-turn.
  • Snapping on fast turns; added AnimGraph TwistInterpSpeed.
  • Foot dragging on quadruped skeletons.
  • Feet now take at most one settle step after rotation stops.

Known limitations

  • Non-CMC pawns: simulated proxies receive rotation at the net update rate (no built-in smoothing).
  • Custom gravity is not supported.