I'm having trouble getting a helicopter accept controls based on it's current orientation vs initial orientation or world position. I have it set up currently to (I believe) grab the current controller rotation and modify in addition to that. However, the trouble is that the helicopter always recognizes the INITIAL 'forward rotation' as how it should accept controls relative to my command inputs; ie: it never turns past 90 degrees in either direction (+90/-90).
This WAS also an issue with my position, however, I added the 'get actor forward vector' node and plugged that into the 'world direction' input of the 'add movement input' node, now position works fine. However, attempting the same strategy for the rotation has proven ineffective.
This seems like a common problem: I've researched around for other people having this issue and tried to implement their solutions to no avail.
I'm not sure if -- possibly my pawn is doing the rotation, but because the controller is kind of a 'child' of the pawn that I'm not updating the rotation of the correct thing? I feel like I've tried everything
Thanks for any insight you may be able to provide!
This WAS also an issue with my position, however, I added the 'get actor forward vector' node and plugged that into the 'world direction' input of the 'add movement input' node, now position works fine. However, attempting the same strategy for the rotation has proven ineffective.
This seems like a common problem: I've researched around for other people having this issue and tried to implement their solutions to no avail.
I'm not sure if -- possibly my pawn is doing the rotation, but because the controller is kind of a 'child' of the pawn that I'm not updating the rotation of the correct thing? I feel like I've tried everything
Thanks for any insight you may be able to provide!
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