Enable to use the steering node for start anim (in progress do not use )
Enable b to use Rotation Start if we want to use Rotation turning start animations, notice you can use rotation start even if you enable “use direction anim” on rotation to the movement ( this will give incredible results if you enable both booleans it will feel similar to a motion matching setup )
if “rotation starts” is disabled on rotation to movement ” forward controlled desired start will be selected by animbp.
For Rotation to Movement Start, you’ll need to apply distance and turn yaw modifier. PS (put turn yaw modifier before distance so it will automatically enable root motion, set curve settings, and lock root bone)
if you don’t have all animations don’t worry place the most suitable corresponding anim.
in case you don’t use start turn animation, as explained before (F) forward controlled desired start will be selected by Anim bp.
For controlled Desired Animations you don’t need to use the turn yaw curve, so you’ll just need to add the distance curve modifier, you can manually set curve compression settings and root motion or add “AnimAutoSettings” modifier that will do that for you remember to place distance curve as a second modifier so auto settings will enable root motion for you since distance modifier need root motion enabled (I will create an editor script utility that will take all anim form pda loco set that will apply modifiers, for now you’ll need to apply manually).
while you can use just one start animation for rotation to movement set-up you’ll need at least 4 anim for strafing that will be adapted to char direction thx to orientation warping node on unreal that will fill the gaps in case you don’t have the full set of strafing animations.