A short break down of what i’ve got going on is i have a first person camera set up to rotate the head bone of my character to make the head face/look at where the player is, however it is possible for the player to do a 360 when looking up or down, and this obviously is not ideal.
I have tried limiting the pitch in the player blueprint, but this does not solve the problem seeing as it’s a child of the skeletal mesh and socketed to the head.
i have hooked up a apply limits node in the animation blueprint, but this has literally 0 effect what so ever, can someone please explain to me how to actually get the apply limts node to work, or even just a solution to ensure the character’s head can’t do a 360 and be limited to say -90 and 90 degrees
I tried it placing it after an IK node like FABRIK and it does have an effect.
It is a bit like the constraints you can apply within PhAt, so the XYZ values essentially map to Swing1, Swing2 and Twist if I’m not mistaken.
For your case I wouldn’t use the limits but rather ensure that the pose is correct differently.
It’s not very intuitive to use, but it does things Good luck!
you don’t need IK. I would clamp the rotation before you apply it. There is a node called “clamp angle”. So I would break the rotator, clamp the values, put it back together and then I would call the tranform modify node.