I am trying to rotate my 3rd Person player/character so that he is aligned with the ground (example: if walking up a 45 degree hill, my player/character should be rotated 45 degrees). So far, I have been able to create a line trace that picks up X, Y & Z normal data below my player/character’s feet, but when I convert that data into rotation my player/character’s movement gets all messed up…
The following YouTube link shows my Player/Character’s movement WITHOUT my blueprint modifications (forward, back, left & right works properly).
The next YouTube link shows my Player/Character’s movement WITH my blueprint modifications (forward, back, left & right DOES NOT work properly).
Below is the rotation BP that I am using in my “MyCharacter”'s blueprint.
Use only pitch component from rotator converted from normal and combine with old Actor Rotation, you should not use yaw I believe. And forgot about roll, the roll component is always 0 after conversion Vector → Rotator.
Hello Pierdek! Thank you for helping out! I tried out your suggestion concerning the Pitch, Yaw & Roll and while my players movement is working properly now I am still having some trouble with my rotation (it seems like my character is rotating the wrong direction when walking on a angled surface).
The following YouTube video shows my new rotation (seems to lean left as opposed to back when walking up a hill):
Below is the updated rotation BP from “MyCharacter” BP.
Hello. Just wanted to update this post to say that I am still struggling with this. Am I going about this the wrong way? Should I use actor BP’s to change character rotation & forward, right and up vectors instead of rotating off of normal data?