Hey fellas,
I’m trying to create my own Sonic character controller for a personal project and I was wondering how I could achieve 360° movement. I’ve seen some posts in here but they were in blueprints which I have no clue how they work. But I’ve been trying to understand this one which I couldn’t find the post it was from but I think i’m misunderstanding things. (I already have a raycast line so I know where to get the HitResult from.)
This is the blueprint I mentioned and here’s what I think it’s going to be like in C++:
FRotator newRotation = FMath::RInterpTo(CapsuleComponent->GetRelativeRotation(),FRotator((Trying to figure out what to put in here)));
I think it’s gonna be something along those lines and then I’m gonna set it as the rotation of the character.
I’d really appreciate if anyone could help me out or suggest other ways of achieving this in C++. I could also post my raycast line function if needed.
