Is there any way to declare and use a custom Up vector in the FindLookAtRotation function?
Reason i ask, is because it seems the return value always uses the world Z as up. So making games like “f-zero/XGRA” is a nightmare.
Basically, i’am having a break from c++ coding and giving visual blueprints a go, really enjoying it.
Heres my original source code using a different engine:
This gives me the rotation relative to the up vector of my source (qBikeOrigin in this case). I can then use this rotation to apply directly to my object. In effect, it will rotate an object to match the hit normal. Say hello F-zero.
This is how the bluerpint looks, but, without being able to declare the Up vector in the “FindLookAtRotation” function. It cant be done.
Thanks for the reply. I did try your method but with my lack of knowledge in dot/cross (never used them before, lookatrotation was my tool of choice with declaring up vector), didnt get very far.
I’ve been reading up on this after your advice http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/, but still havnt been able to fully grasp it yet.
I did manage to obtain the rotations needed using this method below, however, i’am not sure its the “best method”. Even with Lerp the results are very jumpy.
If you have any advice, i’d appreciate it.