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Setting Pawn Rotation to Match the Floor

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  • started a topic Setting Pawn Rotation to Match the Floor

    Setting Pawn Rotation to Match the Floor

    Hi there, so I'm working on setting up a hovering vehicle which is all working rather well so far. My issue is that the roll and pitch of my vehicle are locked by default I guess. What I need to do is set up the blueprint to allow the vehicle's pitch and roll to adjust to the changing terrain. As far as sticking to surfaces upside-down, I'll figure that out later. Thanks for your time!

  • replied
    Originally posted by Enos Shenk View Post
    I did this before for a tank game I was tinkering with.

    http://i.imgur.com/uUwOOI4.jpg
    you are my god !!

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  • replied
    Thank you! Works really great for my little crab dude!

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  • replied
    Originally posted by Enos Shenk View Post
    I did this before for a tank game I was tinkering with.

    http://i.imgur.com/uUwOOI4.jpg
    Where about does the "LineTraceForObjects" link up to on the left, and the "RInterp" near the end link up to, got no idea where to put them

    Leave a comment:


  • replied
    Originally posted by Enos Shenk View Post
    I did this before for a tank game I was tinkering with.

    http://i.imgur.com/uUwOOI4.jpg
    you rock Enos! thanks!

    Leave a comment:


  • replied
    Originally posted by Enos Shenk View Post
    I did this before for a tank game I was tinkering with.

    http://i.imgur.com/uUwOOI4.jpg

    Awesome Enos Shenk. Thanks!

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  • replied
    awesome thanks for this!

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  • replied
    Enos Shenk > Thanks you ! It works very well !

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  • replied
    thanks for this, I was using make rotate from z and it worked for going up hills but not when you started to go down them. I understand now why you have to put the right vector in.

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  • replied
    @Enos Shenk - Dude i cant thank you enough for that! helped me out so much

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  • replied
    I did this before for a tank game I was tinkering with.

    http://i.imgur.com/uUwOOI4.jpg
    Attached Files

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  • replied
    Hi, you could try taking that rotation you have, converting to XVector, then getting the surface normal of the ground under the vehicle (do a trace down and get the hit normal), adding that vector to the actors XVector, then converting back from Xvector to Rotator and updating your vehicle rotation with that.

    I may have missed a step and you may want to not use the whole strength of the underlying normal, or even do a time lag blend to it using some kind of moving average. I hope my idea works, if not let me know.

    Leave a comment:

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