Component functions
Section titled “Component functions”| Function | Net | What it does |
|---|---|---|
| Set Turn In Place Enabled (bool) | Server | Enables or disables the system. Replicates. |
| Is Turn In Place Enabled | any | Reads the switch. |
| Set Aim Limit (Mode, Max Aim Yaw Offset = 90) | Owning client and server | Changes the aim limit at runtime (first/third person switch, aiming). |
| Set Footsteps Enabled / Are Footsteps Enabled | local | Cosmetic toggle for footstep notifies and On Turn Footstep. |
| Get Turn State | any | Disabled, Idle, Turning, Pivoting, Moving. |
| Is Turning | any | True while turning or pivoting. |
| Get Aim Yaw Offset | any | Signed degrees from facing to aim. Positive = aim is to the right. |
| Get Anim Data | any | Snapshot struct (below). |
Events
Section titled “Events”| Event | When |
|---|---|
| On Turn State Changed (New State, Previous State) | On every machine when the state changes. Use for sound, camera, UI. |
| On Turn Footstep (Footstep) | A procedural foot lifts off or lands. Not on dedicated servers. |
Footstep struct: Leg Index, Foot Bone, Location, Is Plant (true = landing), Has Ground Hit, Ground Hit (with physical material when Trace Footstep Ground is on).
Event Graph: On Turn Footstep branching on Is Plant and playing a sound by surface.
Anim Data (FVertexTurnInPlaceAnimData)
Section titled “Anim Data (FVertexTurnInPlaceAnimData)”| Field | Meaning |
|---|---|
| State | Current turn state. |
| Aim Yaw | World aim yaw in degrees (smoothed on simulated proxies). |
| Has Aim | False when no controller/aim is available. |
| Aim Yaw Offset | Signed degrees from facing to aim. |
The component refreshes its Anim Data property every tick. You only need it if you build your own animation logic (for example blending a turn animation yourself). The AnimGraph node does not need it.
Animation Blueprint helpers (thread safe)
Section titled “Animation Blueprint helpers (thread safe)”Library: Vertex Turn In Place Library.
| Function | Returns |
|---|---|
| Get Turn In Place Component (Actor) | The component (game thread only; cache it in Initialize Animation). |
| Is Turning In Place (Anim Data) | Rotating toward aim, not pivoting. |
| Is Pivoting (Anim Data) | Pivoting toward movement direction. |
| Is Standing (Anim Data) | Idle or turning in place. |
| Get Turn Direction (Anim Data) | -1 left, 1 right, 0 not turning. |
Typical use: cache the component in Event Blueprint Initialize Animation, read Anim Data with Property Access inside Blueprint Thread Safe Update Animation, and feed the helpers.
Animation Blueprint: cached component in Initialize Animation and thread-safe update reading Anim Data.
