http://www.youtube.com/watch?v=GWRVGlwkAx4 will show you what I'm doing. If you look closely while the pawn is running you'll see that his arms kind of drag behind and they catch up after I stop running.
That's the result of a SkelControl_CCD_IK that is working just fine except that it seems to update well behind the pawn's movement. I'm doing this...
...during the PlayerController's PlayerTick event. Is there a better place for me to update the arm positioning so that they move with the pawn instead of behind it?
That's the result of a SkelControl_CCD_IK that is working just fine except that it seems to update well behind the pawn's movement. I'm doing this...
Code:
ThePawn.RightArmIK.EffectorLocation = ThePawn.Location + RightArmLocation;
ThePawn.LeftArmIK.EffectorLocation = ThePawn.Location + LeftArmLocation;
...during the PlayerController's PlayerTick event. Is there a better place for me to update the arm positioning so that they move with the pawn instead of behind it?