It doesn’t. Add relative rotation adds rotation relative to it’s parent. For the spring arm, relative means relative to the Capsule component root.
When you aren’t sure how a node works, remember that you can hover over it to view a description. Unreal nodes typically have pretty helpful descriptions. Though, this one is a bit jank.
I’m completely clueless on what you mean, and I have no idea what your blueprint is supposed to do.
This blueprint multiplies together the inverted location of the player as a transform by the rotated up axis of the spring arm in world space (which will always be the same on a player character that isn’t a spider climbing on a wall), then multiplies it again by the location of the player that is also still a transform, and then finally multiplies all that by the player’s full transform- using the resulting value as the new transform of the player.
I really can’t tell what this is supposed to be, but I can throw out some answers for possible questions:
- If you’re trying to rotate the camera and player, you can change the Z rotation of the actor. This will change how the player moves relative to the world, but the camera will be looking at the player from the same angle.
- If you’re trying to rotate just the camera, you can change the Z rotation of the Spring Arm. This will not change how the player moves, but the camera will be looking at the player from a different angle.
- If you’re trying to zoom in or out, you can change the length of the spring arm- it’s a variable.
In the future, I suggest that you comment on your nodes extensively (hotkey: C) and use redirect nodes (can double click on a line).
Here’s an example of a function that I abandoned:
Mostly pay attention to the top comment with green comments in it since it’s an unfinished function. Paths are clear, comments are helpful, chunks of blueprint are separate, and the logic itself it laid out with clear variable names and order.
This helps with not just looking back on the function, but understanding it while you create it. Describing the logic prevents you from making jumps in logic.
It’s also helpful for people who are trying to help sort out your problem. Math teachers don’t ask you to show your work just to prevent you from cheating- it’s to find where the problem broke down.
Don’t be afraid to use a lot of space- the grid is infinite.