How-To: Control Turn Speed
Goal: make an attack turn onto its target within a time you choose, instead of drifting round over the whole animation.
b Warp Rotation ticked.1. Understand why the default feels slow
Motion Warping spreads its rotation across the whole warp window. On a long attack that reads as the character lazily drifting onto the target rather than committing to it. The engine's own Warp Rotation Time Multiplier is a fraction of the window, so the same value means a different duration on a short attack and a long one.
2. Set a turn cap
Set Max Turn Seconds on the profile. The plugin measures the angle actually left to cover when the window opens and drives the modifier at a constant rate derived from it, so the turn finishes within the time you ask for no matter how far the character had to swing or how long the window is. Values between 0.15 and 0.25 read as snappy.
Zero - the default - leaves the montage notify's own rotation settings untouched. Seconds rather than frames on purpose: a frame count would turn faster on better hardware.
Set Max Turn Seconds on the profile asset. To vary it for one attack without a second profile, use the node's Max Turn Seconds override pin - see How-To: Override Values Per Attack.
b Warp Rotation unticked. The Crimson Warp To Target node raises a compile-time warning when it sees that combination, because it is the only place that can see the profile and the montage together.Turn cap for the last activation.3. Turn without warping the path
Turning and travelling are separate. To face a target without moving toward it, leave b Face Target ticked and set Scale Band so the attack cannot travel - or use a montage whose warp window has little translation. To move without turning, untick b Face Target.
b Face Target unticked the character closes the gap but keeps its original facing.See also
- How-To: Tune Reach and Standoff
- How-To: Override Values Per Attack