I am working on a realistic physics-based VR shooter, and I am currently working on ejecting a bullet casing, which is currently an Actor Object. I went the Actor route because I want to be flexible and have options of what I want to do with it in the future (i.e Catch it , or react to different surfaces/etc/etc/etc/etc).
As it stands I am spawning the Casing Actor from a Socket I created on the weapon.
After that I am adding Physics Velocity of -200 in the X axis of the spawned casing. The problem is that X changes depending on what direction you face thus rotating 360 causes the case to eject heading to the left/etc when facing the opposite direction vs. staying true or relative ‘Right’ of the Socket.
I know this is a simple issue but I am brain farting it up!
Any thoughts/helps is appreciated it.