Hello,
I’m on 5.5.1 using the current GASP as a base.
I want to integrate the GASP character into my project, which already has a character class.
I’m replacing the parent class of the CBP_SandboxCharacter with my own character class and it works quite well.
However, while traversing, the capsule gets rotated 90 degrees and that’s causing the whole character to “jump to the left” while in the air, see this video:
I have through trial and error excluded (hopefully) all other factors, and it seems to be caused only by the trajectory calculation.
I don’t understand why the trajectory seems to be right as long as I don’t press the space bar though.
I guess I have to “simply” counter-rotate by 90 degress somewhere, but I digged through all blueprints and I couldn’t find the right spot to do so.
Does anyone have any ideas how to solve this problem?
I noticed that the component value in /Content/Blueprints/RetargetedCharacters/CBP_SandboxCharacter_${name} was reverted to the default value after the build. This caused strange behavior and camera.
The component value is usually referenced from /Content/Blueprints/CBP_SandboxCharacter.
This also happens in the editor.
@syui thanks for the input. I have checked the class of the component during play in editor, it is the correct movement component class.
I’m also working with the CBP_SandboxCharacter class, not with any child classes.
The parent class of the CBP_SandboxCharacter has been set to another blueprint class.
In Animation Blueprint, Update_EssentialValues function, the comment:“Caches the root bone transform from the offset root bone node if possible. Storing the offset this way instead of using the Get Socket Transform function ensures a more accurate value. Since Skeletal Meshes are rotated -90 degrees by default in editor, an offset is added to make angle comparisons against other transforms easier.” when calculate RootTransform, there is 90 degrees added. And in CBP_SandboxCharacter, the mesh rotation yaw was set -90.
hey thanks but I’ve tried every possible combination in the blueprint graphs, also in that particular function. I’ve given up for now and will revisit this problem with the next major release.