My player if dragging an object and its relative rotation set to the object via first look at node.
( Thats great no problems there) the problem is if I have the player move to far to the left or right the player spin in a 360° and it just stop looking like the player is dragging the object.
So your player looks at an object when you grab it, and you want to continue looking at it whlle dragging?
Is your character using the default “orient rotation to movement” option from the example blueprints? If so, set that to false on the grab event, and turn it back on when drag ends.
Then you should probably attach the target actor to a component in front of your mesh. Update your whole character’s rotation to look at object on interact. then attach the target and let normal rotation take over. Probably with "“Use Control Rotation” turned on. Using local rotation on the mesh is probably what’s causing it to freak out when the base of the local rotation is moving and turning too.
the orange point is where the player rotation is at
The yellow is the dragged object
The cylinder is the player
I want the player to rotation on the white (floor part) but not the red floor part because the object (yellow) pushes the player in front and it looks bad
Ah, gotcha. You could probably use tick and get the mesh’s forward vector and the lookat rotation from the actor to dragged thing, compare them with a dot product node and if the result is too small stop dragging the other actor.
Using the bp stuff I posted above, I added this to tick event: