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Smooth Character Movement without NavMesh

I'm currently trying to develop my own little flavor of pathfinding system, different from the normal RecastNav stuff embedded into the UNavMovementComponent and all that jazz. I've been perusing thru all the functions in UCharacterMovementComponent to try and re-use all the variables for Speed, Rotation, etc., but without using the navmesh features. I've played around with RequestDirectMove() and MoveSmooth(), which all move my character just fine, but I don't get the same smooth rotation I would get when moving a character with the "Simple Move To Location" function that uses the NavMesh.

I was wondering what all I would have to call in order to make use of the built-in functionality for controlling movement with the CharacterMovementComponent, with just simply passing in a movement vector (i guess analogous to MoveVelocity in some of the functions I've seen) to simply give a direction to go. Am I going to have to resort to also passing the DeltaSeconds into my function and calling some rotation functions separately? (of which I don't know the specific ones to call yet)

Thanks

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asked Nov 08 '14 at 01:31 AM in C++ Programming

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Ruffian
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RInterpTo

You can use RInterpTo to get gradually rotate the Actor to the chosen rotation

 SetActorRotation(
   FMath::RInterpTo(
     GetActorRotation(),
     GoalRotation,
     FApp::GetDeltaTime(),
     7 (interp speed)
  )
 );


:)

Rama

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answered Nov 08 '14 at 12:04 PM

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Rama
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