Hello, im trying to solve this but i cant in my own, i have a plane with a texture that i want to put inside a blueprint, lets say this small plane is in front of a big box and when i rotate the camera i want the plane, just the plane, to follow the camera up to 45 or -45 degrees. im using this bp:
(the node in spanish are, “get player pawn” and “clamp angle”
My problem is that since i lock the rotation on -45 and 45 degrees it takes it as world rotation ? and it only works on one direcion it just ignores what direction the blueprint is facing, how can i make it obey the blueprint direction ? is there a way to reference it as a base rotation ?. thanks in advance
You can do this
I attached the plane to a scene in the BP. That way, it’s easier to get the orientation of the plane right before just setting the rotation of the scene:
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hey man, im sorry that i didnt get back to you, i dont mean to disrespect your effort in helping me , just a couple of hard days.
i tried the blue print you gave me, its even more efficient than mine, but i still have the same probem, it works as you show on your gif, lets say that i take the example you made and rotate the blue pirnt 90° when i hit play the rotation is still aplied on the same axis ignoring the world rotation of the bp.

Ah, with you. What you need is
Problem is that you want to limit relative rotation, but ‘look at’ is in world, so we have to translate.

oh my god, you´re so smart, i was trying to feed the world location to the scene , i had something similiar to your answer but i didnt catch the inverse rotation to translate, definitely im going the reed the documentation on that node. thank you very much for your time !
I actually have no idea how that node works, but I know what it’s for 
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