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.
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.
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).
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.