I am trying to figure out how to accomplish making my projectile rotate along one of its axes persistently over the entire projectile lifetime. The basic use case is that I want my rocket projectiles to rotate in the roll axis at a constant speed.
I looked into this briefly yesterday but it seemed like doing so required detaching my static mesh component from my projectilemovement component and instead using a rotationmovement component. That’s not exactly what I desire so I was wondering if there is a way to do this in BluePrints. If not I’m open to utitlizing C++ for this behavior as well.
Using a particle system seems like a good creative solution to this problem. I’m not too familiar with particle systems / Cascade, would I be able to control the rotation of my particle system mesh in reaction to certain key events? For example, if my projectile bounces or comes to rest (OnBounce, OnStop events) I would want to be able to control the rotation behavior so I don’t (for example) have constant rotation going on for a grenade projectile that’s supposed to be at rest.
@Rama would the particle system rotation approach work over network? I’m considering what you’ve suggested, but I’m curious if the particle systems might fall out of sync.
i.e. a player attempts to dodge what THEY see, but server says no! Also, currently, the server never produces the particles on any projectiles, for this use case I’d have to do that.