I always get player position using FC.GetFortCharacter.GetTransform().Translation, but now that returns the unreal engine vector3, and i need the verse one. How do i get the right one and why in the world are there two different spatial math libraries still ![]()
Just put FromTransform(TRANSFORMHERE) the FromTransform Function can swap it to the opposite system so
FromTransform(VERSE_SPATIAL_MATH_HERE)=Unreal_Engine_SpatialMath
FromTransform(UE_SPATIAL_MATH_HERE)=Verse_SpatialMath
Thanks Mineblo,
There’s more clarification with some other methodology in this Coordinate System Doc.
Thank you! They gotta deprecate one at this point tho
I don’t care that this is resolved, I need to vent this is insane. I get that the underlying engine is left-handed and it would wreck every UE dev’s month or year if UE 6 or 7 switched but this is untenable. There’s no rhyme or reason to which functions return which kind of transform or coordinate system and I find even the most basic of tasks requires bouncing between both constantly.
what was the point in using a scripting language like Verse if this can’t be black-boxed? I don’t want to care if UE functions need wrappers so Verse can communicate with them just do the conversions automatically there and never tell me!
Hi McBride, If they ‘stay the course’ with this change I’d expect UE6 be based on LUF. (I’m imagining plugin developers months being wrecked the hardest in their effort to update
)
It’s still early days for this change, so I do hope for more QoL around this in the future. (Like how if you import something from Blender etc you don’t need to worry about switching coordinate spaces)
But, I still fully expect to wrestle with this.
I’m curious to know which functions you’re seeing that are returning unexpected transforms. There’s probably some systems that need to undergo the switch, so if we identify what returns which there may be some rhyme or reason that emerges. (But, if you just wanna vent that’s cool too
)