Is there a way to freeze/zero out the transformation on components? There is a yellow reset arrow, but it rotates my mesh back to how it was when I imported it.
I’m developing a third person camera system and currently the “back of the player” is offset by -90 degrees because it wasn’t aligned with “forward” of the capsule collider. For the sake of clean blueprints I’d like it if I could avoid having to adjust for the -90 degrees every time I try to move the camera behind the mesh. I could rotate the mesh in maya before exporting, but that is a strange addition to my workflow.
It also seems that the 3rd Person Template has the same -90 degree rotation. I made my rig with the Animation Rigging Toolkit provided with UE4 so there might be some inconsistency between what the toolkit considers as being “forward” and what Character Blueprints consider as “forward”.
Skeletal meshes are imported Y forward for some very odd reason in UE4 so that’s why it is like that.
I am curious of the need for the camera to be relative to the mesh itself. Most game cameras are relative to the pawn itself. There is no real way to freeze transforms other than maybe through putting the rotations on a parent instead but i think this may be wonky still.
This is not entirely possible. You can add a Scene component as a parent to your component you want to freeze if you need to 0 out local values but in this circumstance it was not really necessary.
ah thanks. Yeah I’m after more of a Maya-style workflow, where freezing values is very handy, particularly for scale transforms, as then the location values are scaled (making it hard to read the values without reading the whole hierarchy).
Update! Freeze transform can be done in UE5 using modelling tools tab.
Select the static mesh in viewport, Go to modelling tools, bake the rotation and scale using ‘BakeRS’.
Select the same mesh, then use ‘Pivot’ tool under Transform tab in modelling tools. click on ‘world origin’ to send the pivot to origin.
That’s it. Now the mesh is in the same exact place while zeroing out the transform and rotation values and a scale value of 1.
Not for everything, there are no settings for alembic groom import for example. But it would be useful to have global way (doesn’t matter what you import, .fbx,alembic or other asset) to adjust it.