Hi, I have a level with A Shoe stand which revolves when game plays. The user walks up to Shoe stand and can choose a shoe. Once the user clicks on shoe it is brought forward in front of user and starts to revolve. Inside the Shoe BP I;ve added a Rotating Movement so the show automatically revolves. I’ve also added a plane with emissive material which appears above the shoe to light it up when it is brought forward in front of user. While the Shoe Revolves the user has the ability to rotate the shoe around to get different views. The problem is when I revolve the shoe, the Emissive plane revolves with the shoe and the user can see it. I want the emissive plane to remain in place while the shoe can be revolved. I tried using Set relative location for the Emissive plane but it keeps moving. Any help would be great thanks
Hey there again @Graeme_VR! So if the pane itself is a child of the shoe, it will always rotate with it. You could technically negate that with relative rotation on it, but it’s really not worth the headache usually. If the pane is always meant to just be above the shoe, and the shoe has a defined location, you could just have 1 pane for all possible shoes and keep it locked. However if the shoe can really be staged anywhere, you may have to decide where it should be parented if any at all.
thanks for the help. The Plane is not a parent of the shoe, it occupies the same BP though. I have over 20 shoes in different locations on different stands, so thats why I thought best to have a different plane in every BP. How would I use relative rotation in BP to stop the plane rotating when shoe rotates?
Is there a reason why you cannot set the plane to Absolute Rotation
:
Or do not use the rotating movement comp
. Rotate only the stuff you want to rotate rather than the entire actor which is what the above comp does. Namely:
The stuff that should rotate is attached to a scene comp that serves as a pivot. We rotate the pivot but leave the plane to its own devices.
Yes this worked, thanks alot for the help once again, legend!
Sorry I have another issue now, if I use the Local Rotation node it only rotates the shoe once, I need the shoe to be rotating continuously by itself, thats why I used the Rotating Movement, must I add a time or speed to the AddLocationRotation node?
and if so, what does that look in BP, thanks again
Tick it. Just like in the pic. Or use a timeline, or a timer.
- timeline
Timeline gives you plenty of control over how things rotate.
ok, thanks. I will try this.