Replicate character animation (turn in place)

I did set up a “turn in place”- animation for my character, which is triggered depending on the speed (== 0) and the turn rate of the character…

Now I want to replicate this logic, so that the other players can also see the “turn in place”- animation when one player is turning. How could I manage to do that?

The following pic is from the Anim Graph of my Characters Animation Blueprint:

Can you please explain/show how you established “Turn Value”. I am trying to get turn in place animations to work, but I am having a hard time.

Hey ,

I’ll give you my solution for “Turn in Place”-Animation with replication. Hopefully it is not too confusing. Here is my Animation-Blueprint EventGraph:

Basicly I am saving the Characters “Yaw”-Value every frame into a temporary float variable (“Save Last Yaw”) and checking the difference to the yaw-value of the last frame.
This should also work for single player, but for pure single player it should be easier. Maybe saving the mouse input on the x-axis inside the Character-Blueprint and reading it inside the animation-blueprint.

Hope that helps.

“Maybe saving the mouse input on the x-axis inside the Character-Blueprint and reading it inside the animation-blueprint.”

That is exackly what I ended up doing actually. At the moment I am just working on single player, but this will eventually have to be replicated so this really helps me out. Thanks! :slight_smile:

Do you got any video of it? Would be great to see this on action

There you go:
http://struggleofmages.com/files/TurnInPlace_Ani.mp4

The speed of the Animation is linked to the speed of the characters rotation (Turn Value). It could use a little more tweaking, but I am fine with it for now.

that is SO HELPFUL, thank you so much BrainDrain85, im working also on a TIP with a yaw offset , your Bps will help me a lot !
many tanks, ill update this post with my own when it is finished

That looks great. Could you post a pic or video of the anim-graph? Iv’e been working with making a flexible locomotion system, and seeing what other people have done can be helpful.

Thanks! It is pretty much all there… except that I changed the turn in place node to get the animation controlled by the turn value. But here is a vid. Hope it helps:
http://struggleofmages.com/files/AnimGraph.mp4

Looks really good. I might post a vid when I get a good locomotion system working. Im in the middle of one now. Its pretty good so far.

Do you think you could post a photo of your main character BP? I’ve implemented the same thing that you did in the video across my animation blueprint, and for some reason my turn in place animation is still broken, and can’t figure out where it’s failing along the line.

Here is the movement-section of my Character-BP. Hope it helps:

Your solution is so smart! Thank you!

What Is Pawn Owner ? (sorry for my english)

Pawn Owner is the Character / Pawn, which is controlled by the Animation Graph. And you shouldn’t post that as an answer, but as a comment. :wink:

Super helpful! Thanks so much BrainDrain85!