Aim Offset causing direction change

Sorry if this has been posted, but I’ve spent the past 4 days searching here, youtube, and google trying find a similar problem, and tried different FPS setups in the animgraph with blending and charecter movement blueprints but I haven’t been able to solve my issue. I’ve been trying setup a FPS, and have the charecter bend and look up to have the gun aim to move up and down to follow where the player is looking, it’s a full body model, and not just an arm and gun model, if it makes any difference.

My issue is when moving forward as I look down, I begin to slow down, the father I look down I will stop, and then switch movement direction, and begin moving backwards while still holding forward. Also while looking straight down and jumping I don’t go straight up, I get sent backwards.

I know it’s related to the Aim offset because the issue starts when I attached it in the animgraph, and when I remove it from the animgraph, and have just the locomotion state machine I don’t have the movement issue. But I have no idea what in the aim offset is causing this issue.

Here is the current setup for my character movement blueprint, animgraph, and the eventgraph, driving the animgraph blending. I’ve tried playing the animation straight from the aim offset, blending the aim offset with blend by bone to have it just play on the top of the body, but nothing seems to fix the issue i’m having.

Any advice or tips would be greatly appreciated.

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Wow, so i know this is like over 2 years later, but for people still looking for the solution for this, here’s what I found after having the exact same issue.

In our game, we’re picking up objects, and having them Attach themselves to a scene point in our FPC class, like so.

Whenever we look down, it would overlap with the character’s CapsuleComponent, and it would send our player backwards because of weird natural force it has in its collisions, and the lower we’d look, the faster it would go.

All I did was put the collisions to ignore for the Pawn in the object class i was attaching. Check your meshes and make sure that they ignore Pawn in their collisions.

215505-ignore-pawn.png

Wow, You just brought me down memory lane. I had completely forgotten I had posted this, and the project I was working on fell apart probably a few months after I posted this. I never figured out the issue but I will see if I still have the old project and see if this fixes the issue.

Thanks for posting a potential solution even if it is a few years to late :wink:

Jeez. Thanks for posting this. I would never have thought to look at collision when I got this same issue. The “stone” in my character’s catapult was at fault.