We get the location of ourselves and the actor we want to rotate based on. Then find the look at rotation, rotate that 90 degrees, and set our new rotation.
Basically just squishing it into a single-degree coordinate system based on the rotation of the actor.
Here’s the only part you’ll have to change:
Just set DistancePerRotation to be however many centimeters you want to have to travel before the object makes a full rotation.
Also, I’m pretty sure this is just to not have to draw an infinite number of rotations, but in case you wanted it to snap, you can tack this onto the end:
is it necessary to use actors for this to work? the reason I use arrows is to see the direction to apply force in, but the arrow doesn’t rotate at all, maybe I’m just making a mistake somewhere.
Ooooh the arrow wasn’t a representation of the right vector, it was an actual arrow.
But with the current system as is, it is meant to be an actor rotating something inside it.
Also if you’re rotating an arrow, you should use Yaw or Pitch- however you have it oriented. Roll will appear to not do anything since it’s a perfect circle all round.
Alternatively if you actually just need it as a direction of where they’re going, you can just do this:
@margonvinther If all else fails, consider telling us what you’re really doing; like:
The player has a Flying Raven Companion who needs to hover over our right shoulder.
Describing vector trig can be a royal pain in the neck. For example, what is left / right in the above might change depending on direction others face.
Way more confusing than it should be
you are pretty close actually, you might remember me, is the devil daggers enemy I am still trying to find a solution for.