After having attempted to get this working for a while now I'm really stuck. Updating original question to something shorter:
Does anyone know how to locally rotate the player (collision volume + camera) relative to pitch/roll/yaw movement output?
Does anyone know how to locally rotate the player (collision volume + camera) relative to pitch/roll/yaw movement output?
Edit: The question is a little bit confusing. Basically I would like to rotate the pawn mesh to wherever my camera is facing. So that I don't jump upwards based on world position if my camera is upside-down. So I want to constrain the pawn mesh rotation to the camera. Right now if I turn my camera upside-down the yaw is inverted because the mesh is still oriented upright (?)
Hi,
New to these forums but former UDK indie dev. Happy to be around the scene again! I'm having a small problem at the moment:
I am attempting to rotate the pawn in my scene based on yaw/pitch/roll movement.
As I change pitch, yaw or roll to turn my camera upside-down it makes mouse movement inverted. I.E. dragging cursor to the left moves camera to the right vice versa.
I feel like the pawn needs to rotate along with my camera rotation when performing pitch/yaw/roll but I'm not sure how to set it up (blueprint).
I am building a flying environment in first person view and I am trying to make sure that movement when upside-down still maintains 'expected' rotational direction (i.e. not inverted when upside down). Imagine that when I turn my plane upside down and I drag my mouse to the left, the plane goes right instead, which is not desired. I would like the plane to move in the direction of my sideways mouse input both up-right and upside-down.
Any help would be appreciated. Let me know if you need additional information.
Thank you!
Hi,
New to these forums but former UDK indie dev. Happy to be around the scene again! I'm having a small problem at the moment:
I am attempting to rotate the pawn in my scene based on yaw/pitch/roll movement.
As I change pitch, yaw or roll to turn my camera upside-down it makes mouse movement inverted. I.E. dragging cursor to the left moves camera to the right vice versa.
I feel like the pawn needs to rotate along with my camera rotation when performing pitch/yaw/roll but I'm not sure how to set it up (blueprint).
I am building a flying environment in first person view and I am trying to make sure that movement when upside-down still maintains 'expected' rotational direction (i.e. not inverted when upside down). Imagine that when I turn my plane upside down and I drag my mouse to the left, the plane goes right instead, which is not desired. I would like the plane to move in the direction of my sideways mouse input both up-right and upside-down.
Any help would be appreciated. Let me know if you need additional information.
Thank you!
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