I’m trying to get a vehicles wheels to rotate proportionally to the vehicles speed when the vehicle is animated with sequencer rather than as a vehicle pawn. I tried to record sequnces as a pawn but they didn’t work [properly and I saw that other users had same problem.
My solution which works for non spline based animations is to assign vehicle mesh to BP, get ‘Get Velocity’ and use vectors length , divided by some value, to determine the wheels (additional meshes) ‘Add Relative Rotation’. Plonk actor at point A keyframe then drag to point and keyframe and it is all hunky dory.
Unfortunately, however, if I try and the actor to follow a path from a spline BP the Velocity vector length bears no relation to what the actor is doing.
Any help would be greatly appreciated.