I have 3 crows set up. They are set up as characters with AI/ Behaviours trees etc. I want them to follow the player’s positon when he enters the vision cone. Now I’m transforming a bone within the anim BP as below -
But I’m struggling with vector math. The crow is essentially doing the exorcist movement when all I need them to do is rotate between +50 / - 50 on the X axis.
Hey there @MrGriffiths! I’d break the rotation node out of Find Look at Rotation, then take the X value, put it through a Clamp node, clamp it between -50 and 50, then put that through to the make rotator, then to the head rotation var. That should stop the unnecessary rotations and clamp the X. Let me know if that works out!
FindLookRotation returns rot in world space so I guess you need to transform the rotation to local coords before applying clamping limits. What I sometimes do when feeling retarded: put an arrow component on a crow pawn, apply FindLookRotation to that arrow’s world rotation, then use arrow’s relative rotation in ‘targeting’ logic.