i posted this earlier as a question not seeing the bug section at first, and i ve nailed down the exact issue now i believe
I ve got a basic third person movement controller, get values for the forward and right vectors → add movement input
If I add a child actor to the character mesh and select a socket for it, and have a static mesh defined in the selected blue print for that child actor (in my case a weapon mesh inside an actor blueprint), the forward and right vector values essentially get swapped or rotated 90 degrees. So pressing forward will move the char left and vice versa.
I ve discovered if i use a skeletal mesh component instead in the child actor everything seems okay
Could you please provide a screenshot of your blueprint setup? I have tried to reproduce your issue, but I haven’t seen the same behavior, so I’d like to see how you are setting it up. Thank you
Thank you for the screenshots. I still have not been able to get this to reproduce. Could you provide the gun mesh that you are using? I’d like to see if this issue is specific to that asset.
Yeah after looking into it a bit more, I came to the same conclusion. It seems to be a strange reaction with the character’s capsule and the collision of the mesh.