Cheers “Unreal friends” - (to distinguish from imaginary friends),
I want to position an actor (pawn specifically) at the component of another actor which is rotating. Turns out that the positioned actor is actually offset by the amount of rotation. Any way to resolve this?
Here is the problem:
I’m rotating “The Rotating Actor” at 10 on the yaw for this example and then positioning “The Positioned Actor” / (Movable) at the location of the arrow component attached to the spring arm of “The Rotating Actor”
For clarity, here is “The Rotating Actor”
And then for example simplicity and for anyone to replicate the issue I made simple references in the Map Blueprint and updated the world Transform of “The Positioned Actor” there.
In the end all I want is for “The Positioned Actor” to be properly on the arrow component.
Extra: Why this is an issue in my non-example project is because “The Positioned Actor” would be my possessed pawn and this rotation becomes very noticeable when the character pawn makes any movements that rotate it and the camera. At the moment it is the form of a screen jitters that is unfortunately game breaking (even with spring arms that are independent on rotation within the actor). So for even more context think of the project as a side scroller (to start) where the camera is a set distance to the character pawn and does not rotate with the world. However when having the ‘orient direction to character movement’ checkbox on the camera will jitter when rotating.
I did do some sleuthing and attempted one-frame fixes by setting tick pre-requisites but that brings me here. In the meantime I will examine the 3Dsidescroller example project for possible insight.