Hi, so i made another post but i feel like i was missing some information.
How would i go about finding “P” location from two vector where P is the corner im trying to find in 3D World space
The rotation of “A” is forward, thats where im trying to find the corner based on where “B” is
Image 1 is where “A” has 0, 0, 0 in rotaiton and Image 2 is where “A” has a rotation of “45”.
Let me know if you need any other information, i have also included an image for visual.
I used random point in space, but you use your own. Explanation:
The first two inputs are vector start and end. In your case you get the origin as start, and origin + forward vector multiplied by a generous float, because it must go far to actually intersect the plain.
This is a bit trickier since we don’t use the second vector, but we construct a plane from it. Plane origin may be either start or end of the second vector, and the subtraction order doesn’t matter; what matters is the vector you use for Cross Product. If it’s top-down view, it should be (0,0,1); if it’s side view, like in my case, it’s (0,1,0). So it depends.
So basically it constructs a virtual plane and calculates where your vector intersects it. Profit!
Absolutely, I find it really useful! It’s not about copy-paste, it’s just better in terms of readability.
I really care about learning and not just copying stuff, I don’t think that having to rewrite each step watching a small picture improves my understanding, personally I like to study and rearrange blueprint nodes directly from the editor (especially when I don’t have a second monitor available, in fact i bookmarked your post to better look at it later)