Just quickly, i have been trying to sort this one out for awhile now but yet i am not having any luck at all.
I am following a really good tutorial online which goes through how to set up a top down shooter.
The game I wish to make is similar, however, instead of top down (direct 90 degree rotation of the camera), it has a tilt of -60.
Now my problem is that when i apply a ‘Convert Mouse Location to World Space’, my character in game only rotates from a value of 175, 180, -175. However, when i tilt my camera back to -90, it works perfectly.
I am currently using the ‘Get Hit Result Cursor By Channel’ with the exposed Break set to ‘Location’, then fed back through to the Find Look at Rotation. However, using this is fine and all, and works great… until something obstructs the view (it tends to jump ever so slightly). For example; for the location of Y= -31, as soon as I go over an object, it jumps to Y=-38 (with the character jumping in between rotations).
I have tried using the fantastic Macro that Adam has provided (and can be found on youtube) - https://answers.unrealengine.com/questions/16847/request-ray-plane-intersection-point-function.html
However, I still get the same result
Now my camera/SpringArm/Defaults settings are all set to ‘Relative’ (I have even tried world and still doesn’t work)
Was wondering if there is a work around with this or a straight up answer, that would be much appreciative. Here is the blueprint for the Controller at the moment:
And when i apply the ‘Convert Mouse Location to World Space’, I get this:
In this above image, im moving the mouse around everywhere (and getting values only from 175 - 180 - -175) but its just hard to replicate :S. Please help guys, I’m not sure what’s going on- Also, I want to try and avoid scripting C++ as much as I can, and stick to visual coding (Blueprints).