How can I give smooth rotation to a strafing AI?
Currently my AI can enter a strafe state where it circles the player, the issue right now is that the rotation needed to do this is very snappy/glitchy looking. While strafing the AI continuously looks to the player using a rotational timeline, but the AI itself appears to snap back and forth while it strafes. I've tried disabling Orient Rotation to Movement while this happens but it doesn't help at all. The current set up "works" technically speaking but it just doesn't look good at all.
I've tried using RInterp as well but that causes the AI to move in a diamond pattern instead of circling the player.
The best I can describe the issue without video is that the AI will walk sideways looking at the player while strafing, but it will constantly snap to face its movement direction (such as looking forward) for a split second before resuming its normal strafe movement.
Here's how I've got it set up at the moment:
And here is the timeline used:
The movement itself is based on AI Move To using the right and left vectors, if that helps. Am I simply implementing the timeline wrong or would RInterp work and I'm using that wrong too?
asked Mar 20 '16 at 05:26 AM in Blueprint Scripting
Quick question...using either method that you currently have does the AI walk around the player as you want (regardless of its rotation that is) does it actually move in the circular direction that you want? If you are able to get the AI to move in the circle you can use a Set Focus node to get AI to look at the player and if you have a blendspace setup for the strafing then this should work as the AI will constantly look at the player...like this:
This will be used in the AI's BT task
Follow this question
Once you sign in you will be able to subscribe for any updates here