michalss
(michalss)
March 10, 2020, 2:53pm
1303
Define “Relative Rotation”. It you point it to a blueprint for the preview actor, it’ll just instantiate that blueprint - rotation and all. If you just point it to a static/skeletal mesh, then it builds an actor on the fly so the rotation can be off. There is a rotation option in the Able Editor Settings that you can use to rotate the static mesh to point in the correct location.
Thank you, that is useful info.
An easy way to test is to just setup a sphere query, put it on yourself (so no translation, rotation, etc) and just set the radius up pretty high. If that works, but then you try and translate it out a bit - then it’s a translation bug, otherwise it could be a setup issue with the collision actor data.
Tested out, and nothing happened :-/. So, i guess it’s gonna be problem with collision actor data setup but in fact that I have correct collision query settings as you can see from screenshots?