Where to Calculate Character Rotation Logic
So lately I have been calculating my character rotation logic within the forward axis event inside my character cpp file because I try to avoid using Event Ticks as much as possible. I place the rotation logic within the cpp file because, with my understanding, the cpp file should control the movement and rotation of the character and the animation bp should focus on playing the animations based on the updated logic from the character cpp file. In other words, the cpp file feeds updated data into the anim bp, and the anim bp plays the anims associated with that logic.
My question: Is this the the "correct" way of updating the rotation of a character on every frame, or should the logic really be placed in the Event Tick? Or is using a timeline that fires every 0.1 second more efficient? Or is there some other method that is most commonly used within the industry?
asked Oct 01 '18 at 03:18 PM in C++ Programming
I place it in the the axis event instead of the event tick because I use the forward axis event as a replacement for the event tick. I do this because of the many posts I've read and the ue4 video about optimization that have urged others to avoid event ticks as much as possible, however, this approach at avoiding the event tick by placing the logic inside an axis event doesn't seem appropriate, hence my question :)
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