In blueprint editor, when I use 'make transform' to generate a transform, in the rotation section, x,y,z are correctly mapped to roll, pitch, yaw. But when I add a new variable of type 'transform', its x,y and z aren't correctly mapped to roll, pitch and yaw. And x seems mapped to yaw. So every time I spawn an actor use this variable transform, it spawns the actor with a weird rotation. Is it a bug, or is it made this way for some reason?
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Transform variable in blueprint isn't Correctly mapped to roll pith yaw
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Are you sure that you are using either world rotation or local rotation (ie same type) in both cases?
If your actor is rotated inside level by 90deg its yaw, roll, pitch axes will be different for world and local rotation.
And that would appear like they are just swapped around, because 90deg rotation is just that.
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Originally posted by Nawrot View PostAre you sure that you are using either world rotation or local rotation (ie same type) in both cases?
If your actor is rotated inside level by 90deg its yaw, roll, pitch axes will be different for world and local rotation.
And that would appear like they are just swapped around, because 90deg rotation is just that.
PS: The number -179.xx is automatically converted from 180 which I typed in the editor.Last edited by Beibei; 05-11-2014, 02:21 AM.
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