How would I get a mesh to ‘float’ in front of the player, always at the same distance, always facing the player camera? So that it always stays central to the players view no matter where he turns his head, without blocking so that it can move through objects in the environment?
Any help appreciated.
Take the player Location, Add the rotation and multiply it by your distance someting like
FVector Dist = GetActorLocation() + GetActorRotation().Vector() * YourDistance;
For the colision you only need to completly disable the actor collision against the world
Thanks! But that scares me a vit- can you explain a bit more clearly for someone with no math or C+ skills?