Hello, a chunk of the topic is missing here due to a forum issue, but here are two simple fixes for those rotation issues ! First of all, when using a control scheme like the Combat one, we need to use the Tank Controls Direct movement type in the Movement section of the Settings tab. It makes sense when you think about how the Combat movement and view type work, there's a reason why I've been relying on them for actual tank controls in my game ! When using this parameter, the character no longer rotates in an unexpected direction when the cutscene begins while he is moving.
Next, I expanded this condition at the beginning of OnAbilityActive in the Combat view type script :
C#:
if (!(ability is MoveTowards) && !(ability is PathfindingMovement))
As AC_Motion inherits from PathfindingMovement, the rest of the void is successfully called and m_RotateWithCharacter is set to true and m_Yaw to 0. This results in the character's base rotation to be only a tiny bit affected when a cutscene begins. The character's upperbody rotation can easily be visibly affected, but for the moment I think it is tolerable, as the main issues were the significant character rotation when starting or ending a cutscene.
Lastly, here is a video illustrating all that :
I'll be trying to complete and share a custom tank control scheme for UCC in January, but this progress has already been quite a relief, and I hope these notes can help somebody else in the same niche that I am in, using UCC, AC and tank controls ! In any case, happy new year to anyone reading this
