Section 13: Multiple Character Meshes - Lecture 246
A whole bunch of attemps at fixing 180 degree snap rotations during blending of hip rotation from forward to backward or the opposite
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@ -58,6 +58,15 @@ void UShooterAnimInstance::UpdateAnimationProperties(float DeltaTime)
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MovementOffsetYaw = UKismetMathLibrary::NormalizedDeltaRotator(MovementRotation, AimRotation).Yaw;
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// if (GEngine)
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// {
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// GEngine->AddOnScreenDebugMessage(0, -1, FColor::Red, FString::Printf(TEXT("MovementYaw: %f"), MovementYaw));
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// GEngine->AddOnScreenDebugMessage(1, -1, FColor::Red, FString::Printf(TEXT("MovementInputYaw: %f"), MovementInputRotation.Yaw));
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// GEngine->AddOnScreenDebugMessage(2, -1, FColor::Yellow, FString::Printf(TEXT("AimYaw: %f"), AimRotation.Yaw));
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// GEngine->AddOnScreenDebugMessage(3, -1, FColor::Cyan, FString::Printf(TEXT("MovementOffsetYaw: %f"), MovementOffsetYaw));
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// GEngine->AddOnScreenDebugMessage(4, -1, FColor::Cyan, FString::Printf(TEXT("HipRotationOffsetYaw: %f"), HipRotationOffsetYaw));
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// }
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if (ShooterCharacter->GetVelocity().Size() > 0)
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{
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LastMovementOffsetYaw = MovementOffsetYaw;
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@ -10,6 +10,15 @@
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class AShooterCharacter;
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UENUM(BlueprintType)
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enum class EHipRotationState : uint8
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{
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EHRS_None UMETA(DisplayName = "None"),
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EHRS_Forward UMETA(DisplayName = "Forward"),
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EHRS_Backward UMETA(DisplayName = "Backward"),
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EHRS_MAX UMETA(DisplayName = "DefaultMax")
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};
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UENUM(BlueprintType)
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enum class EOffsetState : uint8
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