I could only get the result I wanted by doing this:
I also would like to acomplish 2 more things with it:
- Get the mouse cursor/target to only pop up when holding a button down <-(easy) then to “Aim” & the Paper ZD actor to 180 & face the “Aim/Target”…
-The template I used has the spring arm rotate with the Paper ZD character, and using any Hit Result location/impact point > find look rotation > rotate actor also flips the Spring Arm/Camera…
Trying to keep this template camera setup, I cant seem to keep the camera from flipping to the opposite side of the character.
Heres some of the template camera normalizing function:
- I also will add the aim/target at a set distace from the character upon holding aim button in future as you had shown me here in this thread thanks for that too!
I just got it a little closer, spring arm/camera are staying in correct location but actor does not flip back everytime twords hit location except for when faceing to the right. There’s probably a way to simplify this, but progress:
@Everynone
I finally got it about 95% resolved after multiple attempts, and learning how the 2D/3D Hybrid Template from Cobra Code utilizes the camera/spring arms.
When aiming+shooting at the Bottom Right 1/4↘️ & Top Left 1/4↖️ of the screen the character rotates correctly, but the Opposite Bottom Left 1/4↙️ & Top Right 1/4↗️ flip the character in the wrong direction? If I change Z settings I can get the opposite effect but not resolve this?
Probably somthing simple with the calculation of the Y&Z and is probably somthing Im just missing? Almost there, please help
I finally got it! plus character flips towards crosshair/projectiles & (aim/crosshair when key is held)-blueprints not shown for this last part). On to the Moldy Salmon Eggs now!
Thanks for all your time, advice, ideas, and past resolutions that got help get me this far @Everynone!