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3D Person Player continues turning during paused ActionList at lower Turn Speed

Hi,

I’ve noticed an issue with the player’s rotation when an ActionList is triggered while the player is turning.

I’m testing this using the Third Person template provided with Adventure Creator, using the included character and the default setup. The character’s default Turn Speed is 7.

The issue is that if I trigger the ActionList while the player is in the middle of turning, the character can continue rotating/sliding after I’ve stopped giving any movement input. It looks almost as though the previous rotation is still being completed by itself.

It can be noticed with the default Turn Speed of 7, but lowering the Turn Speed makes the behavior much more obvious. For example, setting it to 1 makes it very easy to see.

Easy way to reproduce
Use AC’s Third Person template and its included player character.
Keep the default Turn Speed of 7 initially.
Create an Active Input and have it trigger an ActionList.
Set the ActionList to Run In Background, and for testing simply add an Engine: Wait action set to 1 second. This makes it easy to repeatedly trigger the ActionList with a button at the exact moment the player is turning.
Start moving and rotating the character.
While the character is still rotating, press the Active Input button to trigger the ActionList.
Release the movement input and watch the character’s rotation.

You should be able to see the character continue rotating/sliding despite there no longer being any movement input.

For an even clearer test, change the player’s Turn Speed from 7 to 1 and repeat the same steps. The continued rotation becomes much more noticeable.

If I instead increase the Turn Speed significantly, such as 25, the character effectively stops straight away, so the issue is difficult or impossible to notice.

Thanks!

Comments

  • I'm not sure there's a link with the Active Input, given that the ActionList is set to run in the background. By default, the Player character will always turn in full to face the direction of the input direction, even if the input is no longer being read.

    You can disable this behaviour, however, by unchecking Stop turning when release input? in the Settings Manager's Movement panel.

  • edited September 3

    I incorrectly said the Active Input ActionList was set to Run In Background.

    It should actually be set to Pause Gameplay.

    What I would expect is that the moment the Pause Gameplay ActionList begins, the character’s rotation should stop exactly where it is at that moment.

    So this isn’t about the normal behavior after simply releasing the movement input during gameplay. The issue is specifically that the rotation continues while gameplay is paused by the ActionList

  • Ah, yes that does cause an issue. I'll look into this, thanks.

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