I am doing my best to figure out a player controlled turret and I am about to give up. I want the player to be able to take control of a turret and the turret slowly point to where the player is aiming. This should be easy, but I am struggling to figure it out.
This turret has multiple swappable component skeletal meshes all driven by a shared skeleton.
When the player aims the camera, I want the skeletal mesh to match camera target over a period of time.
I find the target world location, the world turret pivot location, the local rotation of the turret pivot, the world rotation to the target, and every other thing I can think of. I have tried “Find Look at Rotation”, Find Relative Look at Rotation", and “Inverse Transform Direction”.
After passing these initial and target rotations through my Rinterp, I notice that the return values are getting stuck somewhere between the ‘current’ and ‘target’. The magnitude of this is directly correlated to the “Interp Speed”. At 0, the return value matches the “target” value.
I have tried debugging this thing for almost a month now and I can’t get anywhere. To the best of my understanding, when I set the “Target Rotation” variable in the turret, it is then read by the Animation Blueprint, but it is NOT updating the “Transform (Modify) Bone” nodes in the Anim Graph.
Please someone help me on this!