ConstrainCharacterHeading MotionGraphBehaviour
Overview
The ConstrainCharacterHeading behaviour is used with the steering system built into the aim controllers (eg the MouseAndGamepadAimController component) to lock the character's body direction. They will still be able to look in any direction (you can use the ConstrainCameraYaw and ConstrainCameraPitch if you also want to constrain the aim), but the body will be locked to the set direction. This is useful for things like climbing ladders or mantling when the character has a visible body.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Constraint Type | Dropdown | What to constrain the heading to. The available options are: DirectionVector, TargetVector, TransformForward, TransformDirection, Velocity. |
| Direction | VectorParameter | The vector parameter to use as the constraint direction. This will only appear if the constraint type is set to DirectionVector. |
| Target | VectorParameter | The vector parameter containing the target point. This will only appear if the constraint type is set to TargetVector. |
| Transform | TransformParameter | The transform parameter to use as the constraint target. This will only appear if the constraint type is set to TransformForward or TransformDirection. |
| Angle Range | Float | The angle range to constrain to. |
| Flipped | Boolean | Flip the direction vector. |
| Continuous | Boolean | Should the constraints be updated each frame (if the vector parameter changes). This will not appear if the constraint type is set to Velocity as the constraint will always be continuous in that situation. |